Information processing system, server, storage medium storing information processing program, and information processing method

ABSTRACT

An example of an information processing system includes a server capable of communicating with a terminal device. The server stores information representing a choice probability, for each of a plurality of objects in the application, for a draw whereby a user obtains an object. The information processing system accepts an instruction of specifying a relevant object to be associated with the draw. The server alters the choice probability at least for some of the objects depending on the relevant object. In response to a draw instruction, the server chooses at least one object from among the objects that can be obtained through a draw based on the choice probability obtained by altering the choice probability. The server awards one or more of the chosen objects to the user.

CROSS REFERENCE TO RELATED APPLICATION

The disclosure of Japanese Patent Application Nos. 2016-185225 and2016-185226, both filed on Sep. 23, 2016, is incorporated herein byreference.

FIELD

The present technique relates to an information processing system, aserver, a storage medium storing information processing program, and aninformation processing method for awarding objects to a user by a drawof lots, for example, in an application.

BACKGROUND AND SUMMARY

Applications such as games conventionally award a user with a gameobject (e.g., a game character, an item, etc.) that is chosen by a drawof lots (termed “Gacha”).

Conventionally, a Gacha draw simply awards a user with an object that ischosen according to a predetermined rule, and there is no room foruser's intention to be reflected in the process of the draw. This hasresulted in a problem that the user is easily frustrated with the drawresult.

Thus, the present application discloses an information processingsystem, a server, a storage medium storing information processingprogram and an information processing method, with which the user'sintension can be reflected in the draw-based object awarding process.

(1)

An example of the information processing system described in the presentspecification includes a server capable of communicating with a terminaldevice capable of executing an application. The information processingsystem includes a storage unit, a specification instruction acceptingunit, a probability alteration unit, a choosing unit and an objectawarding unit. The storage unit is provided on the server and configuredto store information representing a choice probability, for each of aplurality of objects in the application executed on the terminal device,for a draw whereby a user of the application obtains an object. Thespecification instruction accepting unit accepts an object specificationinstruction of specifying a relevant object to be associated with thedraw from among the objects in the application. The probabilityalteration unit is provided on the server and alters the choiceprobability at least for some of the objects depending on the specifiedrelevant object. The choosing unit is provided on the server and choosesat least one object from among the objects that can be obtained througha draw based on the altered choice probability obtained by altering thechoice probability. The object awarding unit is provided on the serverand awards one or more of the chosen objects to the user.

(2)

The specification instruction accepting unit may accept an objectspecification instruction of specifying the relevant object from amongthe objects owned by the user in the application.

(3)

The specification instruction accepting unit may accept an objectspecification instruction of specifying the relevant object from amongthe objects that can be obtained through a draw.

(4)

The storage unit may store relevance information representing relevancebetween at least some of the objects in the application and otherobjects. The probability alteration unit may alter the choiceprobability based on the relevance information assigned to the specifiedrelevant object.

(5)

The probability alteration unit may alter the choice probabilityassigned to an object that is associated in the relevance informationwith the relevant object so that the object is more likely to be chosen.

(6)

The storage unit may store the number of points owned by the user in theapplication. The specification instruction accepting unit may accept thedraw instruction from the user at least on the condition that apredetermined number of points are subtracted from the points owned bythe user. The choosing unit may choose at least one of the objects inresponse to the draw instruction.

(7)

The choosing unit may choose an object at least on the condition that apredetermined number of points are subtracted from the points owned bythe user in response to receiving, from the terminal device, instructioninformation including the draw instruction and the object specificationinstruction.

(8)

The information processing system may further include a point awardingunit. The point awarding unit increases the number of points stored inthe storage unit for a user on the condition that the user is chargedfor the added points.

(9)

The choosing unit may choose a plurality of objects from among theobjects. The object awarding unit may award one of the plurality ofchosen objects that is selected by the user to the user.

(10)

The information processing system may include a display control unit anda selection instruction accepting unit. The display control unitdisplays predetermined information assigned to the plurality of chosenobjects on a display section of the terminal device. The selectioninstruction accepting unit accepts a selection instruction from the userof selecting one of the predetermined information displayed on thedisplay. The object awarding unit may award an object corresponding tothe predetermined information selected by the selection instruction tothe user.

(11)

The probability alteration unit may alter the choice probability basedon the predetermined information assigned to the specified relevantobject.

(12)

The specification instruction accepting unit may receive the objectspecification instruction that is transmitted from the terminal devicebased on an input from the user performed on the terminal device,thereby accepting the instruction.

(13)

The information processing system may further include a game processunit configured to execute a predetermined game process using an objectthat has been awarded to the user.

Note that the present specification discloses examples of the server andthe terminal device set forth in (1) to (13) above, and discloses astorage medium storing information processing program instructing acomputer of an information processing device to function as the variousunits of the server or the terminal device. The present specificationalso discloses an information processing method to be executed on theinformation processing system set forth in (1) to (13) above.

With the information processing system, the server, the storage mediumstoring information processing program and the information processingmethod set forth above, user's intention can be reflected in thedraw-based object awarding process.

These and other objects, features, aspects and advantages will becomemore apparent from the following detailed description when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing an example configuration of aninformation processing system according to the present embodiment;

FIG. 2 is a block diagram showing an example configuration of a server;

FIG. 3 is a block diagram showing an example configuration of a terminaldevice;

FIG. 4 is a diagram showing example images to be displayed on a terminaldevice in a draw mode;

FIG. 5 is a diagram showing example attributes to be assigned tocharacters;

FIG. 6 is a diagram showing an example flow of a process to be executedby an information processing system in a draw mode;

FIG. 7 is a diagram showing an example flow of a process to be executedby an information processing system when resuming a game application;

FIG. 8 is a diagram showing an example of various information to be usedin processes executed on a server;

FIG. 9 is a flow chart showing an example flow of a process on a server;

FIG. 10 is a sub-flow chart showing an example detailed flow of aserver-side draw mode process of step S33 shown in FIG. 9;

FIG. 11 is a diagram showing an example of various information to beused in processes executed on a terminal device;

FIG. 12 is a flow chart showing an example flow of a process on aterminal device;

FIG. 13 is a sub-flow chart showing an example detailed flow of aterminal-side draw mode process of step S66 shown in FIG. 12;

FIG. 14 is an example flow of a process to be executed by an informationprocessing system in a draw mode according to a second embodiment;

FIG. 15 is a diagram showing an example of character relevanceinformation;

FIG. 16 is an example flow of a process to be executed by an informationprocessing system in a draw mode according to a second variation; and

FIG. 17 is a diagram showing an example flow of a process to be executedby an information processing system in a draw mode according to a thirdvariation.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS FirstEmbodiment

[1. General Configuration of System]

An information processing system, a server, an information processingdevice, an information processing program and an information processingmethod according to a first embodiment will now be described. First, thegeneration configuration of the information processing system accordingto the first embodiment, and the configuration of the terminal deviceapplication and the server included in the information processing systemwill be described. FIG. 1 is a block diagram showing an exampleconfiguration of the information processing system according to thepresent embodiment. As shown in FIG. 1, the information processingsystem includes a server 1 and a terminal device 2. The server 1 and theterminal device 2 can be connected to a network 3 such as the Internetand/or mobile communication network. The server 1 and the terminaldevice 2 can communicate with each other via the network 3.

The server 1 is a server that provides service related to an applicationexecuted on the terminal device 2. In the first embodiment, the server 1is a game server configured to execute a game application on theterminal device 2. The server 1 provides an environment for executing agame of the game application on the terminal device 2. For example, inresponse to a request from the terminal device 2 executing the gameapplication, the server 1 executes a game process as necessary andtransmits game data to the terminal device 2 in response to the request.

The terminal device 2 is an example of an information processing deviceof a user, and the terminal device 2 may be a smartphone, a portabletype or home-console type game device, a mobile phone, a tabletterminal, a wearable terminal, or the like, for example. The terminaldevice 2 is capable of executing a game application of which service isprovided by the server 1. Note that FIG. 1 shows only one terminaldevice 2, but the information processing system may include a pluralityof terminal devices.

(Specific Example of Configuration of Server 1)

FIG. 2 is a block diagram showing an example configuration of the server1. Various elements of the server 1 shown in FIG. 2 are implemented byone or more information processing devices. Herein, a “server” as usedin the present specification refers to a single information processingdevice (i.e., a server device), and when the functions of the server areimplemented by a plurality of server devices, it also refers to a wholeserver device group (i.e., a server system). Thus, a “server” may be aserver device or may be a server system. Note that the hardwareconfiguration of the server 1 of the first embodiment may be similar tothose of conventional servers.

As shown in FIG. 2, the server 1 includes a processing section 11 and astorage section 12. The processing section 11 is electrically connectedto various sections 12 to 15 of the server 1. The processing section 11includes a CPU (Central Processing Unit) and a memory. In the server 1,the CPU executes various information processes by executing programsstored in the storage section 12 using the memory. The storage section12 may be any storage device (referred to also as a “storage medium”)that can be accessed by the processing section 11. The storage section12 stores programs to be executed by the processing section 11, data tobe used in information processes by the processing section 11, and dataobtained by the information processes, etc. In the present embodiment,the storage section 12 at least stores programs (referred to as“server-side game programs”) for game processes executed on the serverside for game processes executed on the terminal device 2.

The server 1 includes a communication section 13. The communicationsection 13 has the function of connecting to the network 3 andcommunicating with another device (e.g., the terminal device 2) via thenetwork 3. The server 1 includes an input section 14 and a displaysection 15 as input/output interfaces. For example, when there is anupdate to the game of which service is provided by the server 1 (i.e., agame application to be executed by the server-side game program and/orthe terminal device 2), the server administrator updates the game byusing the input/output interfaces.

(Specific Example of Configuration of Terminal Device 2)

FIG. 3 is a block diagram showing an example configuration of theterminal device 2. As shown in FIG. 3, the terminal device 2 includes aprocessing section 21 and a storage section 22. The processing section21 is electrically connected to the various sections 22 to 25 of theterminal device 2. The processing section 21 includes a CPU (CentralProcessing Unit) and a memory. In the terminal device 2, the CPUexecutes various information processes by executing programs (includingthe game application described above) stored in the storage section 22using the memory. The storage section 22 stores programs to be executedby the processing section 21, data to be used in information processesby the processing section 21, and data obtained by the informationprocesses, etc.

The terminal device 2 includes an input section 23. The input section 23may be any input device configured to accept an input from the user. Inthe first embodiment, the input section 23 includes a touch panelprovided on the screen of a display section 24 to be described later.Note that the input section 23 may include a button and/or inertiasensor (e.g., an acceleration sensor or a gyrosensor), etc., in additionto (or instead of) the touch panel.

The terminal device 2 includes the display section 24. The displaysection 24 displays an image (e.g., a game image, etc.) generated byinformation processes executed by the processing section 21 of theterminal device 2. Note that the terminal device 2 may include aspeaker, a microphone and/or a camera, etc.

The terminal device 2 includes a communication section 25. In the firstembodiment, the communication section 25 has the function of connectingto a mobile communication network (in other words, a mobile phonecommunication network) for communication. That is, the terminal device 2(specifically, the processing section 21) communicates with anotherdevice (e.g., the server 1, etc.) by connecting to the network 3 via amobile communication network using the communication section 25 (inother words, via the communication section 25). Note that anyconfiguration of the communication section may be used for the terminaldevice 2 to communicate via the network 3. For example, thecommunication section 25 may have the function of connecting to awireless LAN by means of a Wi-Fi-certified communication module, or mayhave both the function of connecting to a mobile communication networkand the function of connecting to a wireless LAN.

Note that the terminal device 2 may include other elements in additionto those shown in FIG. 3. For example, the terminal device 2 may havethe function of NFC-based communication and/or the function (e.g., theGPS function) of detecting the position of the terminal device 2, etc.

[2. Outline of Operation of Information Processing System]

Next, referring to FIG. 4 to FIG. 7, the operation of the informationprocessing system will be outlined. The following description isdirected primarily to the flow of a process of a game executed on theterminal device 2 in the draw mode of executing a draw (“Gacha”) throughwhich the user acquires a game object. In the first embodiment, the userplaying the game can acquire characters appearing in the game by a draw,and play the game using the acquired characters. Note that there is nolimitation on the content (in other words, genre) of the game executedon the terminal device 2, and the game may be any type of a game. Inother embodiments, objects that can be acquired through a draw are notlimited to game characters as described above, but may be any objectssuch as items, or the like, appearing in the game, for example.

In the first embodiment, a draw can be performed in exchange for an itemor items that can be used in the game (an orb or orbs in the firstembodiment). That is, the user can own orbs in the game, and can performa draw by consuming a predetermined number of orbs. Note that it can besaid that the number of orbs represents the number of points that can beused for a draw. It can also be said that orb is a virtual currency thatcan be used in the game. Orbs may be able to be used for other,non-drawing purposes in the game (e.g., for the purpose of purchasingitems, or purchasing additional game levels).

As described above, in the first embodiment, there is a charge forobtaining orbs to be used for a draw. In other embodiments, theinformation processing system may charge for a draw itself. That is, theinformation processing system may accept an instruction to draw (i.e., adraw instruction to be described later) on the condition that the useris charged for the draw.

In the first embodiment, orb is an item that can be purchased. That is,the user can obtain orbs for a fee. Note that there is no limitation onthe method for the user to purchase orbs (in other words, the method bywhich the service provider charges), and the method may be similar toconventional methods. For example, the user can make a deposit that canbe used to pay for the service so that payments are subtracted from thedeposit, or payments may be made with a credit card.

Note that orbs may be obtained by a method other than purchasing them.For example, a predetermined number of orbs may be given to the user onthe condition that the user completes a game level, or a predeterminednumber of orbs may be given to the user on the condition that the user'saccount for the game is registered.

Referring to FIG. 4 and FIG. 5, the draw process to be executed in thefirst embodiment will now be outlined. FIG. 4 is a diagram showingexample images to be displayed on the terminal device 2 in the drawmode. In the first embodiment, the draw mode is started in response tothe user making a predetermined switching instruction, for example,during the play of the game where a game image is displayed on thedisplay section 24.

When the draw mode is started, the terminal device 2 displays a drawinstruction image 31 on the display section 24 as shown in FIG. 4(A).The draw instruction image 31 represents an instruction to perform adraw (referred to as a “draw instruction”). Note that in the game of thefirst embodiment, acquiring a character through a draw is expressed assummoning a character from another world. Therefore, the drawinstruction image 31 contains the word “summon” meaning to draw.

The draw instruction image 31 represents the number of orbs (herein,ten) to be consumed for a draw. That is, in the first embodiment, a drawinstruction is given on the condition that orbs are consumed (thedetails of which will be described later). Note that when the drawinstruction image 31 is displayed, a user's orb count image 32 (30 in(A) of FIG. 4), representing the number of orbs currently owned by theuser, is displayed on the display section 24.

The user can give a draw instruction by performing an operation ofspecifying the draw instruction image 31 (i.e., an operation of touchingthe draw instruction image 31). In response to a draw instruction given,a character is drawn on the server 1 side, and the draw result istransmitted from the server 1 to the terminal device 2. Note thatalthough the details of the method of drawing will be described later, apredetermined number (herein, five) of initial candidates are chosenfrom a pool of characters (“draw-object characters”) that can beacquired through a draw in the first embodiment. These characters chosenwill be hereinafter referred to as “selection candidate characters”.

When the draw result is received, the terminal device 2 displays, on thedisplay section 24, a selection image used for accepting a selectioninstruction, as shown in FIG. 4(B). A selection instruction is aninstruction to select one of the selection candidate characters.

In the first embodiment, the selection image includes attribute symbols33 (specifically, five attribute symbols 33 a to 33 e) as shown in FIG.4(B). An attribute symbol 33 represents the attribute of a selectioncandidate character. Thus, in the first embodiment, a set of choices ofcharacters that can be acquired by the user are presented while theselection candidate characters themselves cannot be identified (i.e.,while only the attributes of the selection candidate characters can beidentified).

Herein, in the first embodiment, each character is pre-assigned one ofthe red attribute, the blue attribute, the green attribute and theclear-color attribute. FIG. 5 shows example attributes to be assigned tocharacters. As shown in FIG. 5, in the first embodiment, each characteris classified into one of the four attributes. Note that the server 1stores, for each character, information (attribute information to bedescribed later) representing the attribute assigned to the character sothat the attribute information is associated with the character. Notethat in the first embodiment, characters are assigned to differentattributes depending on the weapons used by the characters.Specifically, the red attribute is assigned to characters using a sword,the blue attribute to characters using a spear, the green attribute tocharacters using an axe, and the clear-color attribute to charactersusing other weapons. In the present embodiment, the attribute symbolrepresenting the red attribute is red, the attribute symbol representingthe blue attribute is blue, the attribute symbol representing the greenattribute is green, and the attribute symbol representing theclear-color attribute is white.

Note that in other embodiments, a plurality of attributes may beassigned to one character. Then, the attribute symbol may represent anyone of the plurality of attributes assigned to the character. Note thatone attribute represented by the attribute symbol of a character that isassigned with a plurality of attributes may be randomly determined, maybe determined in advance, or may be determined based on a predeterminedcondition (e.g., a condition related to parameters of the character).For example, the attribute symbol of a character that is assigned withthe red attribute and the blue attribute may represent the red attributeor may represent the blue attribute. Alternatively, the attribute symbolmay represent the plurality of attributes assigned to the character. Forexample, the attribute symbol of a character that is assigned with thered attribute and the blue attribute may have a first half thereof inred and the other half in blue so as to represent both the red attributeand the blue attribute.

Note that the attribute of a character is information assigned to thecharacter, and may be assigned based on type, state, property, ability,etc., of the character, for example. Attribute may be any informationbased on which characters can be classified into a number of classes(fewer than the number of characters).

When a selection image is displayed on the display section 24, the usercan give a selection instruction to select a selection candidatecharacter. Specifically, a selection instruction is given by performingan operation of specifying one of the attribute symbols 33 (i.e., anoperation of touching an attribute symbol).

Thus, in the first embodiment, in a draw for acquiring a character, theuser can select one of five choices that have been chosen through adraw. For example, when a selection image shown in FIG. 4(B) isdisplayed, the attribute symbol 33 a representing the red attribute, theattribute symbols 33 b and 33 c representing the clear-color attribute,the attribute symbol 33 d representing the green attribute and theattribute symbol 33 e representing the blue attribute are displayed.Then, the user can select the attribute symbol 33 representing theattribute of the character the user wishes to have. For example, whenthe user wishes to have a particular character of the red attribute, orany character that uses a sword, the user may select the attributesymbol 33 a representing the red attribute. That is, according to thefirst embodiment, user's intention can be reflected in the draw, and theuser is more likely to obtain a desired draw result. Thus, it ispossible to reduce the possibility that the user feels unsatisfied withthe draw result. Therefore, in the first embodiment, it is possible toreduce the possibility that the user feels unsatisfied with the drawresult.

When the user selects one attribute symbol 33 by giving a selectioninstruction, a selection candidate character corresponding to theselected attribute symbol is given to the user. Then, as shown in FIG.4(C), the terminal device 2 displays, on the display section 24, anacquisition image 34 indicating that the user has acquired the selectioncandidate character. The acquisition image 34 includes information(e.g., the face of the character, etc.) with which it is possible toidentify the acquired character. Thus, the user can know which selectioncandidate character the user has acquired.

As described above, in the first embodiment, the selection imageincludes attribute symbols 33 corresponding to characters and does notinclude information with which it is possible to identify any individualcharacter (e.g., the face, the name, etc., of the character) (FIG.4(B)). Then, the user can know what the character selected by the useris after giving a selection instruction. Thus, it is made impossible tocompletely identify the selection candidate character at the point whenthe user makes the selection. This enhances the playability of the drawwhile preventing the draw from being too advantageous for the user.

In the first embodiment, since the attribute symbols 33 are displayed inthe selection image, it is possible to give the user a basis of judgmentfor selection, instead of making the user select a selection candidatecharacter merely by intuition. Therefore, it is possible to enhance thestrategic aspect of the game and improve the playability of the game.

In the first embodiment, when the acquisition image 34 is displayed onthe display section 24, the terminal device 2 accepts an instructionfrom the user whether or not to draw again. Specifically, as shown inFIG. 4(C), an end instruction image 35 and a continue instruction image36 are displayed. The end instruction image 35 is an image representingan end instruction to end the draw state. The user can give an endinstruction by performing an operation of specifying the end instructionimage 35 (i.e., an operation of touching the end instruction image 35).The continue instruction image 36 is an image representing a continueinstruction to continue the draw state (i.e., a selection is madeagain). The user can give a continue instruction by performing anoperation of specifying the continue instruction image 36.

Note that as shown in FIG. 4(C), when the continue instruction image 36is displayed, a notification image 37 is displayed, notifying of thenumber of orbs needed to make a selection again in the first embodiment(FIG. 4(C)). The number of orbs needed to make a selection again will bedescribed later.

When the continue instruction is given, the terminal device 2 displaysthe selection image again as shown in FIG. 4(D). The selection imageincludes attribute symbols 33 representing the attributes of theremaining selection candidate characters excluding those characters thathave been selected. The example of FIG. 4(D) shows a case in which theattribute symbol 33 a representing the red attribute has been selectedin the first draw, from among the five attribute symbols 33 a to 33 eshown in FIG. 4(B), specifically, a case in which a selection imageincluding the remaining four attribute symbols 33 b to 33 e isdisplayed. The user can give a selection instruction for the second drawby specifying one attribute symbol in the updated selection image.

In the first embodiment, even after giving a selection instruction forthe second draw in the state shown in FIG. 4(D), the user can furthergive a selection instruction. That is, after giving a selectioninstruction for the second draw, an acquisition image similar to theacquisition image 34 (FIG. 4(C)) described above is displayed on thedisplay section 24 of the terminal device 2. If the user further gives acontinue instruction while this acquisition image is displayed, theselection image is updated. This selection image includes threeattribute symbols. The user can further give a selection instruction byspecifying one of the three attribute symbols. Also after giving aselection instruction this time, an acquisition image and a selectionimage, which is displayed in response to a continue instruction given inthe acquisition image, are displayed repeatedly. Thus, the user can givea selection instruction repeatedly.

As described above, in the first embodiment, also in the state in whicha selection image representing the remaining selection candidatecharacters is displayed, the user can give a selection instruction byperforming an operation of specifying an attribute symbol. That is,after the user selects one of the five attribute symbols displayed atfirst and acquires a character corresponding to the selected attributesymbol, the user can further acquire a character by selecting one (ormore than one) of the remaining attribute symbols. In the firstembodiment, the user can acquire a maximum of five characters in asingle draw mode by repeatedly selecting attribute symbols as describedabove.

Note that when five selection instructions have been given (i.e., thereare no choices left), the draw mode is ended. That is, when there are nochoices chosen through a draw left, the terminal device 2 ends the drawmode even if there is no end instruction from the user.

If an end instruction is given while the acquisition image 34 isdisplayed (FIG. 4(C)), the terminal device 2 ends the draw mode. Thus,after a selection instruction for the first draw is given, the user canend the draw mode without further giving a selection instruction. Thatis, as shown in FIG. 4(C), after giving a selection instruction for thefirst draw, the end instruction image 35 is displayed and the user canthus give an end instruction. Therefore, in the first embodiment, whenthe user looks at the draw result (in other words, the attribute symbolsincluded in the selection image) and thinks that the user is unlikely toacquire a desired character, the user can end the draw mode in progresswithout making the selection five times. For example, if the user wishesto make just one more selection instruction when a selection image isdisplayed, the user can give a selection instruction and then give anend instruction while the acquisition image is displayed.

Note that timing with which the end instruction image 35 is displayedmay be any timing. For example, instead of displaying the endinstruction image 35 together with the acquisition image 34, the endinstruction image 35 may be displayed after the acquisition image 34 isdisplayed (e.g., after displaying the acquisition image 34 for apredetermined amount of time) or may be displayed together with theselection image shown in FIG. 4(D). Note that when the end instructionimage 35 is displayed after the acquisition image 34 is displayed, thecontinue instruction image 36 and the notification image 37 aredisplayed together with the end instruction image 35. When the endinstruction image 35 is displayed together with the selection image, thecontinue instruction image 36 and the notification image 37 may bedisplayed together with the acquisition image or may be displayed afterthe acquisition image is displayed (e.g., after displaying theacquisition image for a predetermined amount of time). When the endinstruction image 35 is displayed together with the selection image, thecontinue instruction image 36 does not need to be displayed. In such acase, the end instruction image 35 and the notification image 37 may bedisplayed together with the selection image, after the acquisition image34 is displayed.

On the other hand, the selection image for the first draw in the drawmode (FIG. 4(B)) does not include the end instruction image 35. That is,in the first embodiment, while the user is allowed to give a selectioninstruction for the first draw (FIG. 4(B)), the user cannot end the drawmode without giving a selection instruction. Thus, in the firstembodiment, the user is required to select at least one of fiveselection candidate characters (in other words, attribute symbols) thathave been chosen through a draw. Therefore, it can be said that orbs(specifically, ten orbs) consumed in response to the first drawinstruction to be given in the draw mode are consumed in exchange forthe right for one draw in the draw state.

As described above, in the first embodiment, orbs are consumed not whena selection instruction for the first draw is given ((B) of FIG. 4), butwhen a draw instruction is given ((A) of FIG. 4). Then, it is possibleto discourage the user from starting over the draw after seeing aselection image representing the draw result ((B) of FIG. 4). Thus, itis possible to prevent the network traffic from increasing due to theuser giving draw instructions over and over. It is also possible toprevent the draw from being too advantageous for the user.

In the first embodiment, each selection instruction for the second drawand thereafter in the draw mode is given in exchange for orbs. That is,in the first embodiment, each selection instruction for the second drawand thereafter is given on the condition that a predetermined number oforbs are consumed. Therefore, as shown in FIG. 4(C), an acquisitionimage that is displayed before a selection image for the second draw andthereafter is displayed includes the notification image 37 notifying ofthe need for nine orbs for a further selection instruction (in otherwords, summon). Thus, it is possible to let the user know that orbs areneeded for each selection instruction for the second draw andthereafter. As shown in FIG. 4(C), the acquisition image 34 includes theuser's orb count image 32 described above. Thus, it is possible to letthe user know the number of orbs the user owns at the point.

Note that in the first embodiment, the user's orb count image 32included in the selection image shown in FIG. 4(D) represents the numberof orbs obtained by subtracting the number of orbs needed for aselection instruction from the number of orbs shown in FIG. 4(C). Thatis, in the first embodiment, the number of orbs is decreased in responseto a continue instruction, and the number of orbs needed for a selectioninstruction is decreased before actually giving the selectioninstruction. Note however that the number of orbs may be decreased aftergiving the selection instruction in other embodiments.

In the first embodiment, the number of orbs consumed in exchange for aselection instruction for the second draw and thereafter is set to besmaller than that for the first draw. Specifically, in the firstembodiment, the number of orbs consumed for a selection instruction isset based on the number of selection instructions, and it is ten for aselection instruction for the first draw, nine for a selectioninstruction for the second draw, nice for a selection instruction forthe third draw, eight for a selection instruction for the fourth draw,and eight for a selection instruction for the fifth draw. Thus, thenumber of orbs needed for a selection instruction for the second drawand thereafter does not need to be the same as that for a selectioninstruction for the first draw. Note that in other embodiments, thenumber of orbs consumed in exchange for a selection instruction may beset so as to be decreased gradually based on the number of selectioninstructions. In other embodiments, the number of orbs needed for aselection instruction for the second draw and thereafter may be the sameas that for a selection instruction for the first draw.

Then, the user can be motivated to give more selection instructionsduring one iteration of the draw state. According to the descriptionabove, the user can play the draw while employing one of the followingtwo strategies: (a) ending the draw state and starting over the drawwith the intention of achieving a better draw result; and (b)continuously giving selection instructions so as to conserve orbs. Thus,it is possible to enhance the strategic aspect of the draw and toimprove the playability of the game.

[3. Processes Executed on Server 1 and Terminal Device 2] (3-1: GeneralProcess Flow on Information Processing System)

FIG. 6 is a diagram showing an example flow of a process to be executedby the information processing system in the draw mode. In the processshown in FIG. 6, first, the terminal device 2 displays the drawinstruction image 31 on the display section 24, and thereby accepts adraw instruction (step S1). The terminal device 2 transmits instructioninformation to the server 1 in response to a draw instruction beinggiven (see FIG. 6). Note that instruction information is informationrepresenting various game-related instructions, and includes the contentof the instruction and user identification information with which it ispossible to identify the user (or the terminal device 2) related to theinstruction. In step S1, instruction information representing a drawinstruction (referred to as “draw instruction information”) istransmitted from the terminal device 2 to the server 1.

Upon receiving the draw instruction information, the server 1 executesthe operation of drawing a character (step S2). Herein, information ofeach character appearing in the game is stored in the server 1. Theserver 1 performs the draw of choosing a predetermined number (“initialcandidate number”, i.e., five) of characters from a pool of draw-objectcharacters, i.e., characters that can be acquired through a draw.

Note that the specific method of drawing may be any method. For example,the server 1 stores therein information (character choice information tobe described later) in which each draw-object character is associatedwith a numerical value representing the choice probability thereof. Theserver 1 uses a random number and performs the draw so that eachdraw-object character is selected with a probability based on thisnumerical value. Note that the numerical value may be expressed inpercentage or may represent the degree of choice probability (e.g., thelarger the numerical value is, the more likely the character isselected).

In the first embodiment, the server 1 chooses five selection candidatecharacters by executing, five times, the process of choosing one ofdraw-object characters. Note that the process of choosing one ofdraw-object characters may be similar to a conventional draw process. Inthe first embodiment, the same pool of draw-object characters is usedfor the five draws. That is, the server 1 perform the draw in a mannerthat does not prevent the same character from being chosen twice overthe course of five draws. Note that in other embodiments, the server 1may perform the draw in a manner that prevents the same character frombeing chosen twice over the course of five draws. Alternatively, theserver 1 may alter the choice probability for characters that havealready been chosen, over the course of five draws, so that suchcharacters are less likely to be chosen again in the remaining draws.For example, when a rarity is assigned to each draw-object character (inother words, when the draw-object characters have different selectionprobabilities), the server 1 may perform the draw so that a high-raritycharacter (i.e., a character with a low choice probability) is chosen atleast once over the course of five draws.

The server 1 saves the game state while the game is in the draw process(step S3). Herein, the server 1 stores information representing the gamestate (game state information to be described later) for each user. Instep S3, the server 1 stores game state information indicating that thegame is in the draw state, wherein the game state information isassociated with the user. Note that the draw state refers to the gamestate from when the draw instruction is accepted until the draw mode isended. The game state information representing the draw state includesinformation representing one or more selection candidate character atthis point. In step S3, since five selection candidate characters arechosen in step S2, game state information including informationrepresenting the five selection candidate characters is stored. In thefirst embodiment, the server 1 saves the game state informationrepresenting the draw state so that even if the game is discontinued onthe terminal device 2 during the draw state, the game can be resumedfrom the draw state, the details of which will be described later.

In step S3, the server 1 saves the game state and executes the processof decreasing the orbs owned by the user. Herein, the server 1 storesinformation representing the number of orbs owned by the user (orb countinformation to be described later). In response to receiving the drawinstruction information, the server 1 updates the orb count informationfor the user so as to decrease the orb count by ten from the valuebefore the update.

Moreover, the server 1 transmits, to the terminal device 2,set-of-choices information representing a predetermined number (“initialcandidate number”) of selection candidate characters chosen by a draw(step S4). The set-of-choices information is information representing aset of choices of characters that can be selected by the user. Theserver 1 also transmits, together with the set-of-choices information,orb count information representing the number of orbs having beendecreased in step S3 to the terminal device 2.

Upon receiving the set-of-choices information from the server 1, theterminal device 2 displays the selection image on the display section24, and thereby accepts a selection instruction (step S5). Then, theterminal device 2 receives the orb count information from the server 1,and synchronizes the orb count information stored in the terminal device2 with the orb count information received from the server 1.

In step S5, in response to the user giving a selection instruction, theterminal device 2 transmits instruction information representing theselection instruction (“selection instruction information”) to theserver 1. The selection instruction information includes informationrepresenting the selected character.

Upon receiving the selection instruction information, the server 1executes the process of awarding the character selected by the user tothe user (step S6). Herein, the server 1 stores, for each user,information representing characters owned by the user (characterownership information to be described later). The server 1 updates thecontent of the character ownership information so that the characterrepresented by the selection instruction information (i.e., thecharacter selected by the user) is owned by the user. Moreover, theserver 1 transmits, to the terminal device 2, award informationindicating that the selected character is awarded to the user. The awardinformation includes information related to the character awarded to theuser (e.g., character identification information, information of variousparameters assigned to the character, etc.).

After transmitting the award information, the server 1 updates the gamestate information (step S7). Specifically, the server 1 updates the gamestate information so that the game state information represents theremaining selection candidate character, excluding the character awardedto the user from the selection candidate characters represented by thegame state information before the update (herein, five selectioncandidate characters). Therefore, in the first embodiment, even if thegame is discontinued after a single draw is made in the draw state, thegame can be resumed in the state in which the single draw has been made.

On the other hand, when the award information is received from theserver 1, the terminal device 2 executes the process of obtaining thecharacter identified by the award information (in other words, thecharacter selected by the user in step S5) (step S8). Specifically, theterminal device 2 stores information related to the character includedin the award information, and makes it available to the game program.Thus, the user is regarded to have acquired the character that the userhas selected. The terminal device 2 displays the acquisition image 34 onthe display section 24 (FIG. 4(C)). In the state in which theacquisition image 34 is displayed, the terminal device 2 accepts acontinue instruction or an end instruction as described above.

Moreover, in response to the user giving a continue instruction, theterminal device 2 displays the selection image (FIG. 4(D)) including theattribute symbol 33 representing the attributes of the remaining,unselected selection candidate characters on the display section 24.That is, the terminal device 2 displays the selection image, and therebyaccepts a selection instruction (i.e., a selection instruction for thesecond draw) (step S9). Note that although not shown in the figure, inresponse to the user giving a continue instruction, the terminal device2 transmits instruction information representing the continueinstruction (referred to as “continue instruction information”) to theserver 1.

Note that as described above, the user can give an end instruction byperforming an operation of specifying the end instruction image 35,which is displayed together with the acquisition image. Although notshown in FIG. 6, when an end instruction is given, the terminal device 2ends the draw mode. In this case, the terminal device 2 transmits, tothe server 1, state notification information representing the game stateafter the transition from the draw state. The server 1, having receivedthe state notification information, updates the game state informationstored while being associated with the user of the terminal device 2 toanother game state (e.g., the game state immediately before thetransition to the draw mode). Thus, the end of the draw state is alsomanaged on the server 1. Note that the game state to which the gametransitions after the end of the draw mode may be any game state, e.g.,the game state immediately before the draw mode or a predetermined gamestate (e.g., a state in which the main menu screen is displayed).

When the user gives a selection instruction for the second draw, theprocess of awarding the selected character to the user is executed, aswith a selection instruction for the first draw. That is, when aselection instruction is given in step S9, the terminal device 2transmits the selection instruction information to the server 1, as inthe process of step S5. Upon receiving the selection instructioninformation, the server 1 executes the process of awarding the characterselected by the user to the user (step S10), as in the process of stepS6, and saves the game state information (step S11), as in the processof step S7. Note that in step S11, the game state information is updatedso as to represent the remaining three characters. The terminal device 2executes the process of obtaining the awarded character (step S12), asin the process of step S8.

Note that when a selection instruction for the second draw andthereafter is given, the server 1 executes the process of decreasing theorbs owned by the user. For example, in step S10 described above, theserver 1 executes the process of decreasing the orbs owned by the user,as in the process of step S3 described above, and transmits the orbcount information representing the number of orbs having been decreasedto the terminal device 2, as in the process of step S4 described above.Then, the terminal device 2 synchronizes the orb count informationstored in the terminal device 2 with the orb count information receivedfrom the server 1, as in the process of step S5 described above.

After the character is awarded to the user in response to the selectioninstruction for the second draw, if the user gives a continueinstruction while the acquisition image is displayed, the terminaldevice 2 displays the selection image and thereby accepts a selectioninstruction for the third draw (step S13). The flow of the processexecuted when a selection instruction for the third draw and thereafteris given is the same as the flow of the process executed when aselection instruction for the second draw is given. Note that when aselection instruction for the fifth draw is given, the server 1 and theterminal device 2 execute the process of ending the draw mode, as in thecase in which an end instruction is given.

FIG. 7 is a diagram showing an example flow of a process to be executedby the information processing system when resuming the game application.Note that FIG. 7 shows the flow of the process of resuming the game,which has been discontinued while the game state was the draw state.

In FIG. 7, first, the terminal device 2 accepts an instruction to startthe game (referred to as “start instruction”) (step S21). The startinstruction may be an instruction to launch the game application, forexample, an instruction to specifying the start button image, forexample, after the launch, or an instruction to perform a login to thegame application (specifically, a login to the service provided by theserver 1). In response to accepting the start instruction from the user,the terminal device 2 transmits instruction information representing thestart instruction (referred to as “start instruction information”) tothe server 1 (see FIG. 7).

Upon receiving the start instruction information, the server 1identifies the game state of the game related to the start instruction(step S22). That is, the server 1 identifies the game state based on thegame state information stored in the server 1. Herein, when the gamestate information represents the draw state, the server 1 identifiesthat the game state of the game related to the start instruction is thedraw state. In such a case, the server 1 transmits resumption stateinformation representing the draw state to the terminal device 2 (stepS23). Note that the resumption state information is informationrepresenting the game state at resumption of the game. The resumptionstate information representing the draw state includes informationrepresenting selection candidate characters that can be selected in thedraw state.

Upon receiving the resumption state information representing the drawstate, the terminal device 2 resumes the game using the resumption stateinformation (step S24). Specifically, the terminal device 2 displays theselection image including the attribute symbols of the selectioncandidate characters on the display section 24, by using informationrepresenting the selection candidate characters included in theresumption state information. Thus, the user can resume the game in thedraw state as before the discontinuation (in other words, a state inwhich the user can give a selection instruction).

Note that although not shown in the figures, when the game stateinformation stored in the server 1 represents a game state differentfrom the draw state, the server 1 transmits resumption state informationrepresenting the game state to the terminal device 2. The terminaldevice 2 resumes the game based on the received resumption stateinformation. For example, when the game was discontinued in a battlestate, the server 1 transmits resumption state information representingthe battle state to the terminal device 2, and the terminal device 2resumes the game in the battle state by using the resumption stateinformation.

As described above, in the first embodiment, the server 1 saves the gamestate information representing the draw state (steps S3, S7, S11). Then,when resuming the game, the server 1 identifies the game state atresumption by using the saved game state information (step S22).Therefore, even when the game application is discontinued in the drawstate on the terminal device 2, and then the terminal device 2 resumesthe game application, the server 1 can cause the terminal device 2 toresume the game in the draw state. Then, after the game is discontinueddue to an interruption of communication between the terminal device 2and the server 1 after a number of draws have been performed in the drawstate, for example, the user can continue to draw in the draw state atresumption. Moreover, it is possible to prevent the user fromintentionally discontinuing the game application after the draw has beenperformed a number of times in the draw state in order to start over thedraw process, for example.

(3-2: Example Process on Server)

Next, an example process to be executed on the server 1 will bedescribed. FIG. 8 is a diagram showing an example of various informationto be used in processes executed on the server 1. The variousinformation shown in FIG. 8 are stored in the storage section 12 of theserver 1, for example.

The storage section 12 stores game setting information, which isinformation related to game settings (the content of the game). In thefirst embodiment, the game setting information includes character choiceinformation and game character information. The game setting informationmay include any information to be used in the game process in additionto the information shown in FIG. 8. The character choice information isinformation in which each draw-object character is associated with anumerical value representing the choice probability thereof as describedabove.

The game character information is information related to charactersappearing in the game (including the draw-object characters). In thefirst embodiment, the game character information includes, for eachcharacter, character identification information and attributeinformation. The character identification information is information(e.g., an identification number) assigned to each character so that thecharacter can be identified. The attribute information represents theattribute assigned to the character. The attribute information of eachcharacter is stored while being associated with the character (in otherwords, with the character identification information).

The storage section 12 stores user information for each user. The userinformation is information related to users who are registered asrecipients of services (game-related services in the first embodiment)provided by the server 1.

The user information includes character ownership information. Thecharacter ownership information represents characters owned by the user.For example, the character ownership information includes identificationinformation of each character owned by the user.

The user information includes the game state information. The game stateinformation represents the (current) state of the game being played bythe user. As described above, when the game state information representsthe draw state, the game state information includes candidate characterinformation. The candidate character information represents the currentselection candidate characters, and specifically includes identificationinformation of each selection candidate character.

The user information includes the orb count information. The orb countinformation represents the number of orbs currently owned by the user.

FIG. 9 is a flow chart showing an example flow of a process on theserver 1 (hereinafter referred to as a “server process”). Note that theseries of steps shown in FIG. 9 is executed continuously during theoperation of the server 1. Note that while the first embodiment isdescribed assuming that the processing section 11 (specifically, theCPU) of the server 1 executes the steps shown in FIG. 9 (and FIG. 10),some of the steps in the flow chart may be executed by a processor otherthan the CPU or a dedicated circuit.

The steps in the flow chart shown in FIG. 9 (this also applies to theflow charts of FIG. 10, FIG. 12 and FIG. 13 to be discussed later) aremerely illustrative, and the order of steps may be switched around aslong as similar results are obtained, and other steps may be executed inaddition to (or instead of) these steps.

In step S31, the processing section 11 accepts an instruction from theterminal device 2. That is, the processing section 11 checks whether ornot there is instruction information received by the communicationsection 13 from the terminal device 2, and if there is instructioninformation received, the processing section 11 receives the instructioninformation from the communication section 13. Following step S31, theprocess of step S32 is executed.

In step S32, the processing section 11 determines whether or not theinstruction received in step S31 is a draw instruction. That is, theprocessing section 11 determines whether or not instruction informationreceived from the communication section 13 represents a drawinstruction. If the determination result of step S32 is affirmative, theprocess of step S33 is executed. On the other hand, if the determinationresult of step S32 is negative, the process of step S34 to be describedlater is executed.

In step S33, the processing section 11 executes a server-side draw modeprocess. The server-side draw mode process is a process executed by theserver 1 in the draw mode described above. The details of theserver-side draw mode process will now be described with reference toFIG. 10.

FIG. 10 is a sub-flow chart showing an example detailed flow of theserver-side draw mode process of step S33 shown in FIG. 9. In theserver-side draw mode process, first, in step S41, the processingsection 11 performs the draw of choosing a predetermined number(“initial candidate number”, which is five) of characters from a pool ofdraw-object characters (step S2 shown in FIG. 6). That is, theprocessing section 11 performs the draw based on the character choiceinformation stored in the storage section 12, and stores the characteridentification information, representing the characters chosen by a draw(i.e., the selection candidate characters), in a memory or the storagesection 12. Note that the draw is performed by the method describedabove in the process of step S2. Following step S41, the process of stepS42 is executed.

In step S42, the processing section 11 decreases orbs owned by the user(step S3 shown in FIG. 6). Specifically, the processing section 11updates the orb count information included in the user informationstored in the storage section 12 to a value obtained by subtracting apredetermined number (herein, ten) from the value before the update.Note that the user information updated in step S42 is user informationrelated to the user who gave the instruction accepted in step S31 (i.e.,the user represented by the user identification information included inthe received instruction information). Following step S42, the processof step S43 is executed.

In step S43, the processing section 11 saves the current draw state(step S3 shown in FIG. 6). That is, the processing section 11 stores, inthe storage section 12, game instruction information that is the gamestate information representing the draw state and that includes thecharacter identification information representing the characters chosenin step S41. Following step S43, the process of step S44 is executed.

In step S44, the processing section 11 transmits, to the terminal device2, set-of-choices information representing a set of choices, which iscomposed of the selection candidate characters chosen in step S41 (stepS4 shown in FIG. 6). That is, the processing section 11 generatesset-of-choices information including the character identificationinformation stored in the memory or the storage section 12 in step S41(i.e., the character identification information representing theselection candidate characters). Moreover, the processing section 11transmits the set-of-choices information to the terminal device 2 viathe communication section 13 (in other words, using the communicationsection 13). Note that the terminal device 2 to which the set-of-choicesinformation is transmitted is the terminal device 2 that transmitted theinstruction information received in step S31. In the first embodiment,the processing section 11 transmits, together with the set-of-choicesinformation, the orb count information after being updated in step S42to the terminal device 2. Following step S44, the process of step S45 isexecuted.

When the set-of-choices information is received by the terminal device2, the terminal device 2 displays the selection image and accepts aselection instruction as described above (step S5 shown in FIG. 6).Then, when a selection instruction is accepted, the terminal device 2transmits the selection instruction information to the server 1.

In step S45, the processing section 11 accepts a selection instructionfrom the terminal device 2. That is, the processing section 11 checkswhether or not the selection instruction information from the terminaldevice 2 has been received by the communication section 13, and if thereis selection instruction information received, the processing section 11receives the selection instruction information from the communicationsection 13. In step S45, a selection instruction is accepted, theprocess of step S46 is executed.

In step S46, the processing section 11 awards the user with theselection candidate character associated with the selection instructionaccepted in step S45 (step S6 shown in FIG. 6). That is, the processingsection 11 updates the character ownership information included in theuser information stored in the storage section 12 so that the characteridentification information of the selection candidate characterassociated with the selection instruction is included. Note that theuser information updated in step S46 (and step S47 to be describedlater) is user information related to the user who gave the selectioninstruction accepted in step S45 (i.e., the user represented by useridentification information included in the received instructioninformation). Moreover, the processing section 11 transmits the awardinformation to the terminal device 2 via the communication section 13.That is, the processing section 11 transmits, to the terminal device 2,the award information including the character identification informationrelated to the selection candidate character associated with theselection instruction and information of various parameters assigned tothe character. When the process of step S46 is executed after step S51to be described later, the processing section 11 transmits, togetherwith the award information, the orb count information after beingupdated in step S51 to the terminal device 2 via the communicationsection 13. Following step S46, the process of step S47 is executed.

In step S47, the processing section 11 saves the current draw state (inother words, the game state) (step S8 shown in FIG. 6). That is, theprocessing section 11 deletes the character awarded to the user in stepS46 from the set of selection candidate characters represented by thecandidate character information included in game state informationstored in the storage section 12. In other words, the processing section11 updates the candidate character information so that the candidatecharacter information represents the remaining selection candidatecharacters excluding the deleted character. Following step S47, theprocess of step S48 is executed.

In step S48, the processing section 11 determines whether or not thereis no longer a selection candidate character left (i.e., whether theselection candidate characters chosen by a draw have all been awarded).For example, the determination can be made based on whether thecandidate character information after being updated in step S47represents no selection candidate character (in other words, there is noselection candidate character represented by the candidate characterinformation stored in the storage section 12). If the determinationresult of step S48 is affirmative, the process of step S49 is executed.On the other hand, if the determination result of step S48 is negative,the process of step S50 to be described later is executed.

In step S49, the processing section 11 ends the draw state (in otherwords, the draw mode). Herein, when the draw state is ended on theterminal device 2, the terminal device 2 transmits, to the server 1, thestate notification information representing the game state after thetransition from the draw state (step S88 to be described later). In stepS49, the processing section 11 receives the state notificationinformation via the communication section 13, and updates the game stateinformation stored in the storage section 12 based on the received statenotification information. Specifically, the processing section 11updates the game state information stored in the storage section 12 fromthe draw state to the game state represented by the state notificationinformation. After the process of step S49, the processing section 11ends the server-side draw mode process.

On the other hand, in step S50, the processing section 11 determineswhether or not a continue instruction has been accepted. Herein, afterthe award information is transmitted to the terminal device 2 by theprocess of step S46 described above, the acquisition image is displayedon the terminal device 2 (step S8 shown in FIG. 6), and a continueinstruction or an end instruction is accepted (FIG. 4(C)). Then, when anend instruction is given by the user while the acquisition image isdisplayed, the terminal device 2 transmits the state notificationinformation to the server 1 (step S89 to be described later). When acontinue instruction is given by the user in the state described above,the terminal device 2 transmits the continue instruction information tothe server 1. In step S50, when the continue instruction information isreceived by the communication section 13, the processing section 11determines that a continue instruction has been accepted, whereas whenthe state notification information is received by the communicationsection 13, the processing section 11 determines that no continueinstruction has been accepted (i.e., an end instruction has beenaccepted). If the determination result of step S50 is affirmative, theprocess of step S49 described above is executed, and then theserver-side draw mode process is ended. On the other hand, if thedetermination result of step S50 is negative, the process of step SM isexecuted.

In step S51, the processing section 11 decreases orbs owned by the user(step S10 shown in FIG. 6). Specifically, the processing section 11updates the orb count information included in the user informationstored in the storage section 12 to a value obtained by subtracting thenumber of orbs, which is set based on the number of selectioninstructions, from the value before the update. The processing section11 transmits the updated orb count information to the terminal device 2via the communication section. After the process of step S51, theprocess of step S45 is executed again. Thereafter, the processingsection 11 repeatedly executes the series of steps S45 to S51 until thedraw state is ended (i.e., until the determination result of step S48 isaffirmative or the determination result of step S50 is negative). Theserver-side draw mode process is as described above.

Referring back to FIG. 9, when the server-side draw mode process of stepS33 ends, the processing section 11 executes the process of step S31again.

On the other hand, in step S34, the processing section 11 determineswhether or not the instruction received in step S31 is a startinstruction. That is, the processing section 11 determines whether ornot the instruction information received from the communication section13 represents a start instruction. If the determination result of stepS34 is affirmative, the process of step S35 is executed. On the otherhand, if the determination result of step S34 is negative, the processof step S37 to be described later is executed.

In step S35, the processing section 11 identifies the game state withreference to the game state information included in the user informationstored in the storage section 12. Note that the user informationincluding the game state information referred to in step S35 is userinformation related to the user who gave the instruction accepted instep S31. Following step S35, the process of step S36 is executed.

In step S36, the processing section 11 generates resumption stateinformation representing the game state identified in step S35, andtransmits the resumption state information to the terminal device 2 viathe communication section 13. After the process of step S36, theprocessing section 11 starts (in other words, resumes) the game process,starting from the process according to the game state identified in stepS35. For example, when the game state identified in step S35 is the drawstate, the processing section 11 executes the process of step S45 or S50following step S36. Specifically, if it is a draw state in which thereare five selection candidate characters, the processing section 11executes the process of step S45 following step S36, and if it is a drawstate in which there are four or less selection candidate characters,the processing section 11 executes the process of step S50 followingstep S36.

On the other hand, in step S37, the processing section 11 executes thegame process in accordance with the instruction received in step S31.There is no limitation on the game process executed in step S37. Forexample, if there is a game process that should be executed on theserver 1 when the game process of step S67 to be described later isexecuted on the terminal device 2, the terminal device 2 transmitsinstruction information to request (in other words, instruct) the server1 to execute the process. Then, the processing section 11 executes thegame process in accordance with the received instruction information asthe game process in step S37, and transmits the result of execution tothe terminal device 2. Following step S37, the process of step S38 isexecuted.

Herein, in the first embodiment, in step S37 described above, theprocessing section 11 executes the process of increasing the orbs inresponse to a purchase instruction to purchase orbs. In the firstembodiment, the terminal device 2 accepts, in the game, a purchaseinstruction to purchase orbs, specifying the number of orbs to bepurchased (step S67 to be described later). Note that the terminaldevice 2 may accept a purchase instruction at any point in time. Forexample, the terminal device 2 may accept a purchase instruction on themain menu screen. When the user gives a purchase instruction, theterminal device 2 transmits instruction information representing thepurchase instruction (referred to as “purchase instruction information”)to the server 1. The purchase instruction information includesinformation representing the number of orbs to be purchased.

In step S37 described above, the processing section 11 determineswhether or not the instruction received in step S31 is a purchaseinstruction. That is, the processing section 11 determines whether ornot the instruction information received from the communication section13 is a purchase instruction. When the received instruction is apurchase instruction, the processing section 11 updates the orb countinformation included in the user information stored in the storagesection 12 to a value obtained by adding the number of orbs associatedwith the purchase instruction (i.e., the number of orbs represented bythe purchase instruction information) to the value before the update.The number of orbs is increased on the condition that it is charged.That is, when updating the orb count information as described above, theprocessing section 11 executes a charging process for the purchase oforbs. Note that as described above, the method of charging may besimilar to conventional methods, and the process of charging may also besimilar to conventional processes.

In step S38, the processing section 11 determines whether or not to savethe game state. Herein, the terminal device 2 transmits the statenotification information representing the current game state to theserver 1 at an appropriate point in time (e.g., when transmittinginstruction information or when changing the game state) while the gameprocess is executed. In step S38, the processing section 11 determineswhether or not the state notification information has been received bythe communication section 13. If the determination result of step S38 isaffirmative, the process of step S39 is executed. On the other hand, ifthe determination result of step S38 is negative, the process of stepS31 is performed again.

In step S39, the processing section 11 saves the current game state.That is, the processing section 11 updates the game state informationincluded in the user information stored in the storage section 12 sothat the game state information represents the game state represented bythe state notification information received in step S38. Note that thestate notification information includes user identification informationof the user playing the game. The user information updated in step S38is user information related to the user represented by the useridentification information included in the state notificationinformation accepted in step S38. Following step S39, the process ofstep S31 is executed again.

The processing section 11 repeatedly executes the series of steps S31 toS39 described above. Note that when the server 1 is accessed by aplurality of terminal devices 2, the processing section 11 executes theseries of steps in parallel for the users.

(3-3: Example Process on Terminal Device)

Next, an example process executed on the terminal device 2 will bedescribed. FIG. 11 is a diagram showing an example of variousinformation to be used in processes executed on the terminal device 2.The various information shown in FIG. 11 are stored in the storagesection 22 of the terminal device 2, for example.

As shown in FIG. 11, the storage section 22 stores information similarto the orb count information and the character ownership informationstored in the server 1. When the number of orbs is displayed on theterminal device 2, the value represented by the orb count informationstored in the storage section 22 is displayed as the number of orbs. Theorb count information stored in the storage section 22 is updated so asto be synchronized with the orb count information stored in the server1, and the character ownership information stored in the storage section22 is updated so as to be synchronized with the character ownershipinformation stored in the server 1, the details of which will bedescribed later.

The storage section 22 stores the candidate character information. Thecandidate character information is stored in the draw state, andrepresents the current selection candidate characters in the draw state.

FIG. 12 is a flow chart showing an example flow of a process on theterminal device 2 (referred to as a “terminal process”). The series ofsteps shown in FIG. 12 is started in response to the start of executionof the program of the game application on the terminal device 2. Notethat while the first embodiment is described assuming that theprocessing section 21 (specifically, the CPU) of the terminal device 2executes the steps shown in FIG. 12 (and FIG. 13), some of the steps inthe flow chart may be executed by a processor other than the CPU or adedicated circuit.

In step S61, the processing section 21 accepts operations by the userfor giving various instructions to the terminal device 2. That is, theprocessing section 21 obtains, from the input section 23, inputinformation representing the input on the input section 23. Note thatoperations that can be performed by the user may vary depending on thegame state or the game status. For example, in the draw state, dependingon the status, operations for giving a draw instruction, a selectioninstruction and an end instruction are possible and these operations areaccepted as necessary. For example, when the game application islaunched, a start instruction can be given, and an operation for givinga start instruction is accepted. Following step S61, the process of stepS62 is executed.

In step S62, the processing section 21 determines whether or not theoperation accepted in step S61 is an operation of giving a startinstruction. That is, the processing section 21 determines whether ornot an operation of giving a start instruction has been performed basedon the input information obtained in step S61. If the determinationresult of step S62 is affirmative, the process of step S63 is executed.On the other hand, if the determination result of step S62 is negative,the process of step S65 to be described later is executed.

In step S63, the processing section 21 transmits the start instructioninformation. That is, the processing section 21 generates instructioninformation that represents a start instruction and includes the useridentification information, and transmits the instruction information tothe server 1 via the communication section 25 (in other words, using thecommunication section 25). Following step S63, the process of step S64is executed. Note that as described above, the server 1, having receivedthe start instruction information, transmits the resumption stateinformation to the terminal device 2 (step S36 shown in FIG. 9).

In step S64, the processing section 21 receives, via the communicationsection 25, the resumption state information transmitted from the server1. Moreover, the processing section 21 identifies the game state atresumption based on the received resumption state information, andresumes the game in the identified game state. For example, when theresumption state information represents the draw state, the processingsection 21 resumes the process starting from step S85 to be describedlater.

On the other hand, in step S65, the processing section 21 determineswhether or not to transition to the draw mode. That is, the processingsection 21 determines whether or not an operation of giving theswitching instruction described above for transitioning to the draw modehas been performed based on the input information obtained in step S61.If the determination result of step S65 is affirmative, the process ofstep S66 is executed. On the other hand, if the determination result ofstep S65 is negative, the process of step S67 to be described later isexecuted.

In step S66, the processing section 21 executes a terminal-side drawmode process. The terminal-side draw mode process is a process executedby the terminal device 2 in the draw mode described above. Referring toFIG. 13, the details of the terminal-side draw mode process will now bedescribed.

FIG. 13 is a sub-flow chart showing an example detailed flow of theterminal-side draw mode process of step S66 shown in FIG. 12. In theterminal-side draw mode process, first, in step S81, the processingsection 21 displays the draw instruction image 31 on the display section24 (FIG. 4(A)). Thus, the processing section 21 can accept a drawinstruction from the user. Following step S81, the process of step S82is executed.

In step S82, the processing section 21 determines whether or not a drawinstruction has been given. That is, the processing section 21 obtainsinput information from the input section 23, and determines whether ornot an operation of giving a draw instruction (i.e., an operation oftouching the draw instruction image 31) has been performed based on theobtained input information. If the determination result of step S82 isaffirmative, the process of step S83 is executed. On the other hand, ifthe determination result of step S82 is negative, the process of stepS82 is executed again. Note that the process of step S82 is executedrepeatedly at a rate of once per a predetermined amount of time, forexample.

In step S83, the processing section 21 transmits the draw instructioninformation to the server 1. That is, the processing section 21generates instruction information that represents a draw instruction andincludes the user identification information, and transmits theinstruction information to the server 1 via the communication section25. Following step S83, the process of step S84 is executed. Note thatas described above, in response to the draw instruction, the server 1draws from a pool of draw-object characters, and transmits theset-of-choices information, which is the draw result, and the orb countinformation to the terminal device 2 (steps S41 to S44).

In step S84, the processing section 21 receives, via the communicationsection 25, the set-of-choices information and the orb count informationtransmitted from the server 1. Then, the processing section 21 storesthe character identification information included in the receivedset-of-choices information as the candidate character information in thestorage section 22. The processing section 21 updates the orb countinformation stored in the storage section 22 so that the number of orbsis equal to that represented by the received orb count information.Following step S84, the process of step S85 is executed.

In step S85, the processing section 21 displays the selection image onthe display section 24 (FIG. 4(B)). Thus, the processing section 21 canaccept a selection instruction from the user. Specifically, theprocessing section 21 refers to the candidate character informationstored in the storage section 22 to generate a selection image includingattribute symbols representing one or more characters represented by thecandidate character information, and displays the selection image on thedisplay section 24. Following step S85, the process of step S86 isexecuted.

In step S86, the processing section 21 transmits the selectioninstruction information to the server 1 in response to a selectioninstruction from the user. That is, the processing section 21 obtainsinput information from the input section 23 to determine whether or notan operation of giving a selection instruction (i.e., an operation oftouching the attribute symbol 33) has been performed based on theobtained input information. When an operation of giving a selectioninstruction has been performed, the processing section 21 generatesinstruction information that represents a selection instruction andincludes character identification information, which represents aselection candidate character associated with the selection instruction,and the user identification information. The processing section 21transmits the generated instruction information to the server 1 via thecommunication section 25. Note that in the process of step S86, theprocessing section 21 stands by until a selection instruction is given.Following step S86, the process of step S87 is executed. Note that asdescribed above, in response to the selection instruction, the server 1transmits, to the terminal device 2, award information (the awardinformation and the orb count information in some cases) related to theselection candidate character associated with the selection instruction(step S46 shown in FIG. 10).

In step S87, the processing section 21 executes a process of obtaining acharacter associated with the selection instruction. That is, theprocessing section 21 first receives, via the communication section 25,the award information (the award information and the orb countinformation in some cases) transmitted from the server 1. Then, theprocessing section 21 generates an acquisition image representing thecharacter represented by the award information, and displays thegenerated acquisition image on the display section 24 (FIG. 4(C)). Thus,the processing section 21 can accept a continue instruction or an endinstruction described above. The processing section 21 updates thecontent of the character ownership information so that the user owns thecharacter that is identified by the award information. Then, theprocessing section 21 stores information related to this characterincluded in the award information (i.e., information of the variousparameters assigned to the character, etc.) in the storage section 22,and makes the information available to the game program. The processingsection 21 updates the candidate character information stored in thestorage section 22 so as to delete the character identificationinformation of the character represented by the award information.Following step S87, the process of step S88 is executed.

In step S88, the processing section 21 determines whether or not thereis no longer a selection candidate character left. The processingsection 21 makes the determination by referring to the candidatecharacter information stored in the storage section 22. That is, theprocessing section 21 determines whether or not the candidate characterinformation represents no selection candidate character (in other words,the number of selection candidate characters represented by thecandidate character information is zero). If the determination result ofstep S88 is negative, the process of step S90 to be described later isexecuted. On the other hand, if the determination result of step S88 isaffirmative, the process of step S89 is executed.

In step S89, the processing section 21 ends the draw state andtransitions to another game state. The processing section 21 transmitsthe state notification information representing the game state after thetransition from the draw state to the server 1 via the communicationsection 25. When the state notification information is received by theserver 1, the game state information is updated on the server 1 (stepS49 shown in FIG. 10). After the process of step S89, the processingsection 21 ends the terminal-side draw mode process.

On the other hand, in step S90, the processing section 21 determineswhether or not a continue instruction has been given. That is, theprocessing section 21 obtains input information from the input section23 to determine, based on the obtained input information, whether anoperation of giving a continue instruction (i.e., an operation oftouching the continue instruction image 36) has been performed or anoperation of giving an end instruction (i.e., an operation of touchingthe end instruction image 35) has been performed. If the determinationresult of step S90 is affirmative, the process of step S91 is executed.On the other hand, if the determination result of step S90 is negative,(i.e., an operation of giving an end instruction has been performed),the process of step S89 described above is executed again. Note that inthe process of step S90, the processing section 21 stands by untileither a selection instruction or an end instruction is given.

In step S91, the processing section 21 displays the selection image onthe display section 24 (FIG. 4(D)). The process of step S91 is similarto the process of step S85 described above. Note however that in stepS91, the processing section 21 receives, via the communication section25, the orb count information transmitted from the server 1 in theprocess of step S51 described above. Then, the processing section 21updates the orb count information stored in the storage section 22 sothat the number of orbs is equal to that represented by the received orbcount information. In the first embodiment, a selection image includingthe user's orb count image 32 representing the updated orb countinformation is displayed. Following step S91, the process of step S92 isexecuted.

In step S92, the processing section 21 transmits the selectioninstruction information to the server 1 in response to a selectioninstruction from the user. The process of step S92 is similar to theprocess of step S86 described above. Following step S92, the process ofstep S87 is executed again. Thereafter, the processing section 21repeatedly executes the series of steps S87 to S92 until the draw stateis ended (i.e., until the determination result of step S88 isaffirmative or the determination result of step S90 is negative). Theterminal-side draw mode process is as described above.

Referring back to FIG. 12, when the draw mode of step S66 is ended, theprocessing section 11 executes the process of step S61 again.

On the other hand, in step S67, the processing section 21 executes thegame process in accordance with the operation accepted in step S61.There is no limitation on the game process executed in step S67. Thegame process may be a process using a character that has been acquiredthrough a draw. For example, when an operation on a character that hasbeen acquired through a draw is accepted, the processing section 21executes a process of controlling the action of the character. Forexample, when an operation of changing the game state is accepted, theprocessing section 21 transmits the state notification informationdescribed above to the server 1 via the communication section 25. Forexample, when an operation of giving a purchase instruction describedabove is accepted, the processing section 21 transmits the purchaseinstruction information described above to the server 1 via thecommunication section 25. Following step S67, the process of step S68 isexecuted.

In step S68, the processing section 21 determines whether or not to endthe game. For example, the processing section 21 determines to end thegame when a game-ending instruction is given by the user or whencommunication between the terminal device 2 and the server 1 has beendiscontinued over a predetermined amount of time. If the determinationresult of step S68 is affirmative, the processing section 21 ends theterminal process shown in FIG. 12. On the other hand, if thedetermination result of step S68 is negative, the process of step S61 isexecuted again. The processing section 21 repeatedly executes the seriesof steps S61 to S68 until it is determined in step S68 to end the game.

Second Embodiment

Next, the second embodiment will be described. In the second embodiment,when performing a character draw, the user specifies one of thecharacters owned by the user, and the server 1 performs a draw modifiedbased on the specified character. Specifically, the server 1 alters,based on the specified character, the predetermined choice probability(i.e., standard choice probability) of at least some of the draw-objectcharacters. For example, when two characters are on good terms with eachother under the setting of the game (e.g., characters who are friends,lovers, brothers, etc., with each other) and when one of such twocharacters is specified, the standard choice probability is altered sothat the other one of the two characters is more likely to be drawn.According to the second embodiment, the user can specify a character tothereby alter the choice probability, allowing user's intention to bereflected in the draw. The second embodiment will now be described belowwhile focusing on differences from the first embodiment.

Note that the information processing system of the second embodiment hasthe same hardware configuration as that of the first embodiment, and thedetailed description of the hardware configuration will be omitted. Inthe description of the second embodiment, the same elements and processsteps as those of the first embodiment will be denoted by the samereference signs as those of the first embodiment.

FIG. 14 is a diagram showing an example flow of a process to be executedby the information processing system in the draw mode in the secondembodiment. In the draw mode in the second embodiment, first, in stepS101, the terminal device 2 accepts a character specificationinstruction. The character specification instruction is an instructionof specifying one of the characters already owned by the user to be usedin a summoning (i.e., drawing) process. Note that the characterspecified herein becomes a summoner who summons a new character.Therefore, the character specified by a character specificationinstruction will be hereinafter referred to as the “summoner character”.In step S101, the terminal device 2 displays, on the display section 24,a list image representing a list of characters already owned by theuser. The user can give a character specification instruction byspecifying (i.e., performing an operation of touching the image) animage of the character specified as the summoner character. Note thatthe specified character may have any role in the game. For example, inother embodiments, the specified character may be a character whoassists the player who is a summoner.

In the second embodiment, following step S101 described above, theprocess of step S1 is executed as in the first embodiment. When a drawinstruction is accepted by the process of step S1, the terminal device 2transmits draw instruction information to the server 1. In the secondembodiment, the draw instruction information further includesinformation representing the summoner character specified in step S101.

Note that while the information processing system separately accepts acharacter specification instruction and a draw instruction in the secondembodiment, a character specification instruction may function also as adraw instruction in other embodiments. That is, the informationprocessing system may accept a character specification instruction andmay perform the draw (specifically, execute steps S102 and S2) inresponse to the character specification instruction.

Note that in the second embodiment, the processing section 21 of theterminal device 2 may execute the process of step S101 described abovebefore the process of step S81 in the terminal-side draw mode processshown in FIG. 13. Specifically, in step S101, the processing section 21obtains input information from the input section 23 to determine whetheror not an operation of giving a character specification instruction hasbeen performed based on the obtained input information. Note that theprocessing section 21 repeats the determination until an operation ofgiving a character specification instruction is performed. Then, when anoperation of giving a character specification instruction is performed,the processing section 21 stores, in a memory or the storage section 22,character identification information representing the summoner characterspecified by the character specification instruction. When transmittingthe draw instruction information to the server 1 in step S83, theprocessing section 21 generates draw instruction information includingthe character identification information stored in a memory or in thestorage section 22 and transmits the draw instruction information to theserver 1.

When the draw instruction information is received, the server 1 updatesthe choice probability of at least one draw-object character based onthe summoner character specified by the character specificationinstruction (step S102). Also in the second embodiment, as in the firstembodiment, the server 1 stores character choice informationrepresenting a predetermined choice probability (i.e., standard choiceprobability) for each draw-object character. Note that the choiceprobability is a numerical value representing the degree of choiceprobability (e.g., the larger the numerical value is, the more likelythe character is selected), and the numerical value may be expressed asan integer or a decimal, or may be expressed as a percentage. In stepS102, the standard choice probability is altered for at least onedraw-object character that is determined based on the summonercharacter.

In the second embodiment, the server 1 stores the character relevanceinformation and alters the standard choice probability based on thecharacter relevance information. FIG. 15 is a diagram showing an examplecharacter relevance information. As shown in FIG. 15, the characterrelevance information is information that associates together a summonercharacter, a probability-altered character and the relevancetherebetween. The probability-altered character represents a characterwhose choice probability is altered when the summoner characterassociated with the character is specified by the characterspecification instruction. The relevance is used for determining thedegree by which the choice probability of the probability-alteredcharacter associated therewith is to be altered. The relevance isdetermined based on the degree of relation under the setting of the gamebetween the summoner character associated therewith and theprobability-altered character associated therewith (e.g., on how goodterms they are with each other), for example. Note that the content ofthe character relevance information may or may not be changed based onthe game status (e.g., the progress of the game, etc.).

In the example shown in FIG. 15, character B, as the probability-alteredcharacter, is associated with character A, as the summoner character,and the relevance therebetween is set to “+10”. This indicates that whencharacter A is specified as the summoner, the server 1 increases thechoice probability of character B by a numerical value that isdetermined based on “+10”. For example, when the standard choiceprobability of the draw-object character is a numerical valuerepresenting the degree of choice probability (e.g., the larger thenumerical value is, the more likely the character is selected), theserver 1 may use, as the altered choice probability, a value obtained byadding together this numerical value and a numerical value that isrepresented by the relevance. Note that the relevance may be a negativenumerical value representing a decrease in choice probability, as wellas a positive numerical value representing an increase in choiceprobability. In the character relevance information, a plurality ofprobability-altered characters may be associated with one summonercharacter. Moreover, the user may be allowed to specify a plurality ofsummoner characters in a character specification instruction, in whichcase one or more probability-altered character may be associated with aplurality of summoner character in the character relevance information.

In other embodiments, the character relevance information may beinformation that associates summoner characters with attributes. Whensuch information is used, the server 1 may alter the choice probabilityof each character having the attribute that is associated with thespecified summoner character (by a degree that is determined inaccordance with the relevance). Then, the user can specify a summonercharacter so that characters having a particular attribute are morelikely to be chosen by a draw.

In other embodiments, in addition to (or instead of) altering thestandard choice probability of a character (i.e., a probability-alteredcharacter) that is associated with the summoner character, the server 1may alter the standard choice probability depending on the attribute ofthe summoner character. For example, the server 1 may increase (ordecrease) the standard choice probability of those of the draw-objectcharacters that have the same attribute as that of the summonercharacter. In other embodiments, alteration to characters associatedwith the summoner character and alteration depending on the attribute ofthe summoner character may be combined together. That is, the server 1may alter (e.g., increase) the standard choice probability of those ofthe draw-object characters that are associated with the summonercharacter, and alter (e.g., decrease) the standard choice probability ofthose characters that have attributes different from that of thesummoner character. Thus, alteration to characters associated with thesummoner character and alteration depending on the attribute of thesummoner character may be of opposite directions, i.e., increasing anddecreasing the standard choice probability.

Note that the server 1 may alter the choice probability based on thegame status (e.g., the progress of the story of the game), etc., inaddition to altering the choice probability based on the summonercharacter.

In the second embodiment, following step S102 described above, theprocess of step S2 is executed as in the first embodiment. The processof step S2 is similar to the process in the first embodiment except thatthe draw is performed based on a choice probability that has beenaltered through the process of step S102. Thus, the draw is performedwith a choice probability determined depending on the summonercharacter. Note that the process flow subsequent to step S2 of FIG. 14is the same as that of FIG. 6, and therefore the process flow subsequentto step S2 is omitted.

Note that in the second embodiment, the processing section 11 of theserver 1 executes the process of step S102 described above, prior to theprocess of step S41, in the server-side draw mode process shown in FIG.10. Specifically, in step S102, the processing section 11 determines thecharacter whose standard choice probability is to be altered and thedegree of alteration to the standard choice probability based on thesummoner character represented by the draw instruction informationreceived from the terminal device 2 and the character relevanceinformation stored in the storage section 12. Based on the determinedcharacter and the determined degree of alteration, the processingsection 11 calculates a choice probability obtained by altering thestandard choice probability represented by the character choiceinformation stored in the storage section 12. The processing section 11stores information representing the calculated altered choiceprobability in a memory or the storage section 12. Then, in step S41,the processing section 11 performs the draw using the altered choiceprobability stored in a memory or the storage section 12.

Note that in other embodiments, at the time of accepting a drawinstruction (or before accepting a draw instruction) after a characterspecification instruction is given, information related to thealteration to the choice probability may be presented to the user on theterminal device 2. Specifically, before transmitting the drawinstruction information, the terminal device 2 transmits instructioninformation representing a character specification instruction (referredto as “character specification instruction information”) to the server1. When receiving the character specification instruction information,the server 1 alters the standard choice probability based on thereceived character specification instruction information. Then, theserver 1 transmits, to the terminal device 2, alteration informationrelated to the alteration to the standard choice probability. There isno limitation on the content of the alteration information, and it maybe information representing a character whose standard choiceprobability has been altered, or may be information representing acharacter whose standard choice probability has been altered and thedegree of alteration.

When the alteration information described above is received from theserver 1, the terminal device 2 displays the content represented by thealteration information on the display section 24. For example, analteration notification image including an image of the character whosechoice probability is altered and an image representing the degree ofalteration (e.g., a message reading “probability of drawing hasincreased by 10%”) may be displayed on the display section 24. Then, thedraw instruction image 31 may be displayed together with the alterationnotification image, to thereby accept a draw instruction.

As the alteration to the standard choice probability is presented to theuser as described above, before giving a draw instruction, the user candetermine whether or not to give a draw instruction after checking thealteration. Thus, it is possible to improve the convenience of the drawprocess.

In other embodiments, characters that can be specified in a characterspecification instruction are not limited to those already owned by theuser. For example, in other embodiments, the user may be allowed tospecify a draw-object character in a character specificationinstruction. Alternatively, characters that can be specified in acharacter specification instruction may be determined based on the gamestatus (e.g., the progress of the story of the game).

In other embodiments, objects that can be specified in a characterspecification instruction may include those other than objects of draw(i.e., those that are not objects of draw). For example, the user may beallowed to specify, in a character specification instruction describedabove, a character that can be obtained by a method other than the draw.In other embodiments, objects that can be specified in a characterspecification instruction may be those of a different type from objectsof draw. For example, objects that can be specified in a characterspecification instruction may be characters that can be controlled bythe player, whereas objects of draw may be items to be used bycharacters, for example. Moreover, the information processing system mayaccept an instruction of specifying an item, in place of a characterspecification instruction, and may alter the choice probability for thedraw of selecting a character as the object of draw depending on thespecified item, for example.

In the second embodiment, the server 1 may choose only one character inthe draw of step S2 (in other words, step S41). Then, the user does notgive a selection instruction as described above, but the one characterchosen by a draw is awarded to the user. In the second embodiment, sincea character specification instruction is accepted, it is possible torealize an advantageous effect that user's intention can be reflected inthe draw even with a configuration in which a selection instruction isnot accepted.

In the second embodiment, the information processing system may accept adraw instruction without accepting a character specification instructionand execute a draw process in response to the draw instruction, as wellas executing a draw process in response to a character specificationinstruction and a draw instruction. Then, the server 1 executes a drawprocess by using the standard choice probability as it is.

<Variation of First and Second Embodiments>

(Variation Regarding Draw)

When a plurality of choices chosen by a draw are presented in the firstand second embodiments, the method of drawing may be as follows.Variations regarding the draw of the first and second embodiments willnow be described.

(First Variation)

In the first variation, information with which it is possible toidentify selection candidate characters is presented, instead ofattribute symbols. That is, in the first variation, in steps S5, S9 andS13 described above, the terminal device 2 displays, on the displaysection 24, a selection image including images representing faces and/ornames of the selection candidate characters. Then, the user selects acharacter from the set of choices, which is the draw result, the usercan select a particular desired character.

(Second Variation)

In the second variation, the server 1 separately executes a draw tochoose attributes and a draw to choose characters. FIG. 16 is a diagramshowing an example flow of a process to be executed by the informationprocessing system in the draw mode according to the second variation.

In the second variation, after the process of step S1 is executed as inthe first embodiment, the server 1 chooses an attribute through a drawthe same number of times (herein, five times) as the initial candidatenumber (step S111). That is, the server 1 executes, five times, theprocess of choosing one of the four attributes (the red attribute, theblue attribute, the green attribute and the clear-color attribute). Notethat there may be redundancy permitted among the five attributes to bechosen in five draws (i.e., any attribute may be chosen a plurality oftimes). In the second variation, the storage section 12 storesinformation indicating a numerical value representing a choiceprobability for each of the four attributes. The processing section 11executes the draw using this information. As information representingthe draw result, the processing section 11 generates five pieces ofinformation representing attributes and stores them in a memory or thestorage section 12.

Next, the server 1 chooses a character for each of the attributes chosenin step S111 (step S112). That is, the server 1 draws one of thecharacters (objects of draw) having the respective attributes chosen instep S111. In the second variation, since the attribute is chosen fivetimes in step S111, the server 1 performs the operation of drawing acharacter five times. Herein, the same attribute may be chosen aplurality of times over the course of five draws, in which case theserver 1 performs the draw a plurality of times for that attribute. Notethat the draw in the second variation may be executed by a similarmethod to that of the first embodiment even though characters to beobjects of draw are different from the first embodiment.

In the processes of steps S111 and S112 described above, the same numberof selection candidate characters as the initial candidate number arechosen. Then, the server 1 executes the processes of steps S3 and S4described above as in the first embodiment. In the second variation, instep S5 to follow, the terminal device 2 may present symbols with whichit is possible to identify the attribute (while it is not possible toidentify the character itself) as in the first embodiment, or maypresent information with which it is possible to identify the characteritself as in the first variation described above. Note that the processflow subsequent to step S5 of FIG. 16 is the same as that of FIG. 6, andtherefore the process flow subsequent to step S5 is omitted.

According to the second variation described above, the server 1 firstperforms a draw to choose an attribute and further chooses a selectioncandidate character from a pool of characters of the chosen attribute.Then, the server 1 can perform the draw using characters having the sameattribute as objects of draw.

(Third Variation)

Also in the third variation, as in the second variation, the server 1separately executes a draw of choosing an attribute and a draw ofchoosing a character. Herein, in the third variation, after the server 1chooses attributes by a draw, the user selects an attribute and theserver 1 chooses a character by performing a draw for the attributeselected by the user. The details of the third variation will now bedescribed.

FIG. 17 is a diagram showing an example flow of a process to be executedby an information processing system in the draw mode according to thethird variation. Also in the third variation, as in the secondvariation, the processes of steps S1 and S111 are executed. Herein, inthe third variation, the server 1 transmits, to the terminal device 2,set-of-choices information that includes five pieces of informationrepresenting the attributes, which is the draw result of step S111. Atthis point, only the attributes have been chosen and the selectioncandidate characters have not been chosen, and therefore theset-of-choices information described above does not include informationincluding selection candidate characters. In the third variation,following step S111 described above, the server 1 executes the processof step S3 similar to that of the first embodiment.

In the third variation, the terminal device 2 receives theset-of-choices information described above in step S5 and displays theselection image on the display section 24. The selection image is thesame as that of the first embodiment (FIG. 4(B)), and can be generatedbased on the set-of-choices information described above. When the usergives a selection instruction for selecting an attribute (specifically,the attribute symbol 33) on the selection image, the terminal device 2transmits, to the server 1, the selection instruction informationincluding information representing the selected attribute.

When the selection instruction information is received, the server 1performs a draw using characters having the attribute represented by theselection instruction information as objects of draw, thereby choosingone character (step S115). This draw can be performed by a similarmethod to that of the draw of choosing a character in the secondvariation.

Following step S115 described above, the server 1 executes the processof awarding the user with the character chosen by a draw (step S116).The process of step S116 is different from the process of step S6described above in terms of whether the character to be awarded is acharacter selected by the user (the first embodiment) or the characterto be awarded is a character chosen by a draw (the third variation).Note however that the process of awarding a character is the samebetween step S116 and step S6.

Following step S6, the server 1 executes the process of step S7 as inthe first embodiment. On the other hand, when receiving the awardinformation transmitted from the server 1 in step S6, the terminaldevice 2 executes the process of step S8 as in the first embodiment.

Although the process subsequent to step S8 is not shown in FIG. 17, theuser can select any desired number of choices from the set of fivechoices also in the third variation as in the first embodiment. Notethat in the third variation, when the attribute symbol 33 is selected onthe selection screen for the second draw or later (i.e., a selectionscreen where there are four or less choices of attribute symbols), theterminal device 2 transmits, to the server 1, selection instructioninformation including information representing the selected attribute,as in step S5 of the third variation. In response to receiving theselection instruction information, the server 1 chooses one characterthrough a draw of which the objects of draw are characters having theattribute or attributes represented by the received selectioninstruction information as in step S115 described above. The server 1further executes the process of awarding the chosen character to theuser as in step S116 described above.

In the third variation described above, as in the second variation, theserver 1 can perform a draw of which the objects of draw are charactershaving the same attribute. The server 1 executes an operation of drawinga character only for the attribute selected by the user from the set ofchoices, and it is therefore possible to efficiently execute a drawprocess.

Note that the first to third variations described above are alsoapplicable to the second embodiment. Note that when the third variationis applied to the second embodiment, the server 1 alters the choiceprobability of choosing an attribute by using the character relevanceinformation in which the summoner character is associated with theattribute.

(Variation Regarding Processes on Server and Terminal Device)

In other embodiments, some of the processes executed on the server sidein the first and second embodiments described above may be executed onthe terminal side. In other embodiments, some of the processes executedon the terminal side in the embodiments described above may be executedon the server side.

<Functions and Effects of the Present Embodiment>

(1-1)

As described above, in the first and second embodiments, the informationprocessing system includes the server 1 capable of communicating withthe terminal device 2 capable of executing an application. Theinformation processing system includes the following elements:

-   -   a storage unit (e.g., the storage section 12) provided on the        server 1 and configured to store information (e.g., game        character information shown in FIG. 8) regarding a plurality of        objects in an application executed on the terminal device 2;    -   a draw instruction accepting unit (e.g., step S31 shown in FIG.        9 or step S81 shown in FIG. 13) configured to accept an        instruction from a user of the application for the draw through        which the user obtains an object in the application;    -   a set-of-choices determination unit (e.g., step S41 shown in        FIG. 10) provided on the server 1 and configured to determine a        predetermined number (“initial candidate number”) of objects or        object groups as a set of choices in response to the draw        instruction, the predetermined number being two or more;    -   a display control unit (e.g., steps S44 and S46 shown in FIG. 10        or step S85 shown in FIG. 13) configured to display, on the        display section 24 of the terminal device 2, information        regarding the selection candidates included in the determined        set of choices (e.g., the attribute symbol 33 shown in FIG. 4);    -   a selection instruction accepting unit (e.g., steps S45 and S51        shown in FIG. 10 or step S86 shown in FIG. 13) configured to        accept a selection instruction from the user to select one of        the selection candidates; and    -   an object awarding unit (e.g., step S46 shown in FIG. 10)        provided on the server 1 and configured to award the user with        an object corresponding to the selection candidate selected by        the selection instruction.

While the “object” is a character appearing in the application in thefirst embodiment, it may be any object such as an item, or the like.

The accepting unit described above (the draw instruction accepting unitand the selection instruction accepting unit) may be an element of theterminal device 2 configured to accept an input from the user giving aninstruction (e.g., the processing section 21 and/or the input section23) or an element of the server 1 configured to obtain informationrepresenting an instruction from the terminal device 2.

The set-of-choices determination unit described above may determineobjects (e.g., characters) themselves as the set of choices, or maydetermine object groups (e.g., attributes assigned to characters) as theset of choices. Note that in the first embodiment, the server 1 choosesselection candidate characters, and attributes assigned to the chosenselection candidate characters are presented to the user. Therefore, theprocess of step S41 can be said to determine characters themselves as aset of choices or can be said to determine character groups (e.g.,attributes) as a set of choices.

The “information regarding the selection candidates” may be informationrepresenting selection candidates themselves (e.g., informationrepresenting faces or names of the characters) or may be informationrepresenting selection candidate groups (e.g., information representingattributes assigned to characters).

In the first and second embodiments, in response to the transmission ofinformation (e.g., set-of-choices information) from the server 1 to theterminal device 2, information regarding selection candidates isdisplayed on the terminal device 2. Therefore, the display control unitdescribed above can be said to be an element on the terminal device 2configured to control the display section 24 or can be said to be anelement on the server 1 configured to transmit the information describedabove to the terminal device 2.

With configuration (1-1) above, a set of choices including a pluralityof objects (or object groups) is presented to the user, and the user canacquire an object by making a selection from the set of choices. Thus,user's intention can be reflected in the draw for obtaining an object.Therefore, since the user is more likely to obtain a desired drawresult, it is possible to reduce the possibility that the user feelsunsatisfied with the draw result.

(1-2)

In the first embodiment, the set-of-choices determination unitdetermines the predetermined number (“initial candidate number”) ofobjects as a set of choices. The display control unit displayspredetermined information assigned to the objects included in the set ofchoices on the display section 24.

(1-3)

In the first and second embodiments, the set-of-choices determinationunit can be said to determine the predetermined number (“initialcandidate number”) of object groups as a set of choices. The displaycontrol unit displays predetermined information representing the groupsincluded in the set of choices on the display section 24.

With configuration (1-2) or (1-3) above, the user can make a selectionbased on predetermined information regarding objects. That is, since theinformation processing system can give the user a basis of judgment forselection, it is possible to enhance the strategic aspect of the drawand improve the playability of the draw.

(1-4)

In the first and second embodiments, the objects are each assigned atleast one of a number of attributes, the number of attributes beingsmaller than the number of objects (see FIG. 5). The predeterminedinformation is information representing the attributes assigned to theobjects.

With configuration (1-4) above, since information representingattributes (which are information with which it is not possible touniquely identify objects) is displayed, it is made impossible tocompletely identify selection candidate objects at the point when theuser makes the selection. This enhances the playability of the drawwhile preventing the draw from being too advantageous for the user.

(1-5)

In the first and second embodiments, after a selection instruction for aselection candidate is accepted, the display control unit displays, onthe display section of the terminal device, information regarding theremaining selection candidates excluding the selection candidate thathas been selected by the selection instruction (FIG. 4(D)). Theselection instruction accepting unit accepts an additional selectioninstruction for selecting one of the remaining selection candidates(e.g., step S45 shown in FIG. 10 or step S92 shown in FIG. 13). Theobject awarding unit awards an object corresponding to the selectioncandidate that has been selected by the additional selection instructionto the user.

With configuration (1-5) above, the user can select more than onechoices from the set of choices and acquire a plurality of objects.Thus, it is possible to improve the convenience of the process ofacquiring objects through a draw.

(1-6)

In the first and second embodiments, in response to acceptance of aselection instruction selecting a remaining selection candidate, thedisplay control unit is capable of executing the process of displaying,on the display section of the terminal device, a new set of remainingselection candidates excluding the selection candidate that has beenselected by the selection instruction, until there is no longerselection candidate left (e.g., steps S45 to S51 shown in FIG. 10). Eachtime a new set of remaining selection candidates is displayed, theselection instruction accepting unit accepts an additional selectioninstruction.

With configuration (1-6) above, the user can select all the choices fromthe set of choices and acquire all the objects from the set of choices.Thus, it is possible to improve the convenience of the process ofacquiring objects through a draw.

(1-7)

In the first and second embodiments, the storage unit stores the numberof points owned by the user in the application (see the orb countinformation shown in FIG. 8). The selection instruction accepting unitaccepts an additional selection instruction at least on the conditionthat the points owned by the user are decreased (e.g., step S45 shown inFIG. 10). The selection instruction accepting unit is configured so thatthe number of points (e.g., eight) that is required for a firstselection instruction to be given when the number of selectioncandidates that can be selected is equal to a first number (e.g., whenthe number of selection candidate characters is two; in other words,when giving a selection instruction for the fourth draw) is smaller thanthe number of points (e.g., nine) that is required for a secondselection instruction to be given when the number of selectioncandidates that can be selected is equal to a second number greater thanthe first number (e.g., when the number of selection candidatecharacters is four; in other words, when giving a selection instructionfor the second draw).

The “points” may refer to the number of orbs in the first embodiment ormay refer to any points or virtual currency used in the application.

With configuration (1-7) above, the user can be motivated to select manychoices from the set of choices. The user can perform the draw whileemploying one of the following two strategies: (a) ending the draw andstarting over the draw with the intention of achieving a better drawresult; and (b) continuously making selections so as to conserve orbs.Thus, it is possible to enhance the strategic aspect of the draw.

(1-8)

In the first and second embodiments, the storage unit stores stateinformation (e.g., game state information) in which informationregarding selection candidates that can be selected by a selectioninstruction (e.g., candidate character information) is associated withinformation regarding the user who can give the selection instruction(e.g., user information) (FIG. 8).

(1-9)

In the first and second embodiments, when the application is resumed inresponse to a resumption instruction from the user after the applicationwas discontinued while information regarding the selection candidateswas displayed on the display section 24, the display control unitdisplays, on the display section, information regarding the selectioncandidates that were displayed before the discontinuation, by using thestate information stored in the storage section (e.g., step S23 or S24shown in FIG. 7).

With configurations (1-8) and (1-9) above, even when the application isdiscontinued while the set of choices is presented to the user (in otherwords, in a state in which the user can make a selection), theapplication can be resumed starting from that state.

(1-10)

In the first and second embodiments, the storage unit stores the numberof points owned by the user in the application (the orb countinformation shown in FIG. 8). The draw instruction accepting unitaccepts a draw instruction at least on the condition that apredetermined number of points are subtracted from the points owned bythe user (e.g., step S42 shown in FIG. 10).

With configuration (1-10) above, it is possible to discourage the userfrom starting over the draw after seeing the set of choices. Thus, it ispossible to prevent the network traffic from increasing due to the usergiving draw instructions over and over. It is also possible to preventthe draw from being too advantageous for the user.

(1-11)

In the first and second embodiments, the information processing systemfurther includes a point awarding unit (e.g., step S37 shown in FIG. 9)configured to increase the number of points stored in the storagesection for a user on the condition that the user is charged for theadded points.

(1-12)

Note that in other embodiments, the information processing system mayaccept a draw instruction and/or a selection instruction on thecondition that the user is charged for the instruction. That is,although the server 1 decreases orbs when executing a draw in the firstembodiment, the server 1 may execute a charging process when executing adraw. Alternatively, the server 1 may execute a charging process whenaccepting a selection instruction.

With configuration (1-11) or (1-12) above, it is possible to enhance theeffect of discouraging the user from starting over the draw after seenthe set of choices.

(1-13)

In the first and second embodiments, the draw instruction acceptingunit, the display control unit and the selection instruction acceptingunit are provided on the server 1. The draw instruction accepting unitreceives information of a draw instruction (i.e., draw instructioninformation) that is transmitted from the terminal device 2 based on aninput from the user performed on the terminal device 2, therebyaccepting the instruction. The display control unit transmitsinformation regarding selection candidates included in the determinedset of choices (i.e., information of selection candidate charactersincluded in set-of-choices information) to the terminal device 2,thereby displaying the information on the display section 24 of theterminal device 2. The selection instruction accepting unit receivesinformation of a selection instruction (i.e., selection instructioninformation) that is transmitted from the terminal device 2 based on aninput from the user performed on the terminal device 2, therebyaccepting the selection instruction.

(1-14)

In the first and second embodiments, the information processing systemfurther includes a game process unit configured to execute apredetermined game process using an object that has been awarded to theuser (e.g., step S37 shown in FIG. 9 or step S67 shown in FIG. 12).

With configuration (1-14) above, user's intention can be reflected inthe draw for obtaining an object to be used in the game process.

(2-1)

In the second embodiment, the information processing system includes theserver 1 capable of communicating with the terminal device 2 capable ofexecuting an application. The information processing system includes thefollowing elements:

-   -   a storage unit (e.g., the storage section 12) provided on the        server 1 and configured to store information (e.g., character        choice information shown in FIG. 8) representing a choice        probability (e.g., standard choice probability), for each of a        plurality of objects in an application executed on the terminal        device 2, for the draw whereby the user of the application        obtains an object;    -   a specification instruction accepting unit (e.g., step S101        shown in FIG. 14) configured to accept an object specification        instruction of specifying a relevant object (e.g., a summoner        character) to be associated with the draw process from among the        objects in the application (note that the “objects” may be        objects that can be obtained through a draw or may be other        objects, and the “objects” may be objects of the same type as        those that can be obtained through a draw or may be objects of a        different type);    -   a probability alteration unit (e.g., step S102 shown in FIG. 14)        provided on the server 1 and configured to alter the choice        probability at least for some of the objects depending on the        specified relevant object;    -   a choosing unit (e.g., step S2 shown in FIG. 14) provided on the        server 1 and configured to choose at least one object from among        the objects that can be obtained through a draw based on the        altered choice probability obtained by altering the choice        probability; and    -   an object awarding unit (e.g., step S46 shown in FIG. 10)        provided on the server 1 and configured to award one or more of        the chosen objects to the user.

With configuration (2-1) above, the probability with which eachcharacter is chosen by a draw is altered depending on the objectspecified in the object specification instruction. Thus, user'sintention can be reflected in the draw for obtaining an object.Therefore, since the user can specify an object so that the user is morelikely to obtain a desired draw result, it is possible to reduce thepossibility that the user feels unsatisfied with the draw result.

(2-2)

In the second embodiment, the specification instruction accepting unitaccepts an object specification instruction of specifying a relevantobject from among the objects owned by the user in the application.

With configuration (2-2) above, the user can performed the draw moreadvantageously by increasing the objects owned by the user. That is,with the configuration described above, the user tries to increase theobjects owned by the user in order to perform the draw moreadvantageously, and it is thus possible to motivate the user to performthe draw for obtaining objects.

(2-3)

In the second embodiment, the specification instruction accepting unitaccepts an object specification instruction of specifying a relevantobject from among objects that can be obtained through a draw (e.g.,draw-object characters).

With configuration (2-3) above, the choice probability is altereddepending on the relationship between objects that can be obtainedthrough a draw, and it is therefore possible to improve the playabilityof the draw.

(2-4)

In the second embodiment, the storage unit stores relevance information(e.g., character relevance information) representing the relevancebetween at least some of the objects in the application and otherobjects. The probability alteration unit alters the choice probabilitybased on the relevance information assigned to the specified relevantobject.

The relevance information may be information in which an object isassociated with another object of which the choice probability isaltered when the first object is specified, for example. For example,the relevance information may be information representing the degree ofrelevance (e.g., closeness) between an object and another object ofwhich the choice probability is altered when the first object isspecified. In this case, the choice probability may be altered based onthe degree of relevance.

With configuration (2-4) above, the choice probability can be alteredbased on the relevance between two objects. For example, the choiceprobability can be altered based on the relationship between twocharacters in the game, and it is therefore possible to improve theplayability of the draw.

(2-5)

In the second embodiment, the probability alteration unit alters thechoice probability assigned to an object (e.g., a probability-alteredcharacter shown in FIG. 15) that is associated in the relevanceinformation with a relevant object so that the object is more likely tobe chosen.

With configuration (2-5) above, the user can make it more likely thatobjects that are relevant to an object specified by the user are chosenby a draw. Thus, it is possible to alter the choice probability in amanner that is easy to understand for the user.

(2-6)

In the second embodiment, the choosing unit chooses an object (e.g.,steps S42 and S51 shown in FIG. 10) at least on the condition that apredetermined number of points are subtracted from the points owned bythe user in response to receiving, from the terminal device 2,instruction information including a draw instruction and an objectspecification instruction.

With configuration (2-6) above, it is possible to discourage the userfrom starting over the draw after giving a draw instruction and anobject specification instruction. Thus, it is possible to prevent thenetwork traffic from increasing due to the user giving instructions overand over. It is also possible to prevent the draw from being tooadvantageous for the user.

(2-7)

In the second embodiment, the choosing unit chooses a plurality ofobjects from among the objects (e.g., step S2 shown in FIG. 14). Theobject awarding unit awards one of the plurality of chosen objects thatis selected by the user to the user (e.g., step S46 shown in FIG. 10).

With configuration (2-7) above, one of the plurality of objects chosenby a draw that is selected by the user is awarded to the user. Then,user's intention can be better reflected in the draw for obtainingobjects.

(2-8)

In the second embodiment, the information processing system includes adisplay control unit and a selection instruction accepting unit. Thedisplay control unit displays predetermined information (e.g., theattributes) of the plurality of chosen objects on the display section 24of the terminal device 2 (see FIG. 4(B)). The selection instructionaccepting unit accepts a selection instruction from the user ofselecting one of the predetermined information displayed on the displaysection 24 (e.g., step S45 shown in FIG. 10 or step S85 shown in FIG.13). The object awarding unit awards an object corresponding to thepredetermined information selected by the selection instruction to theuser (e.g., step S46 shown in FIG. 10).

With configuration (2-8) above, the user can make a selection based onthe predetermined information regarding objects. That is, since theinformation processing system can give the user a basis of judgment forselection, it is possible to enhance the strategic aspect of the drawand improve the playability of the draw.

(2-9)

In other embodiments, the probability alteration unit may alter thechoice probability based on predetermined information (e.g., theattribute) assigned to the specified relevant object.

With configuration (2-9) above, the choice probability for the draw isaltered based on the predetermined information, which is used by theuser as a basis of judgment for selection, and it is therefore possibleto enhance the strategic aspect of the draw and improve the playabilityof the draw.

The embodiments described above can be used in an information processingsystem for performing a draw (“Gacha”) in a game application, forexample, with the aim of reflecting user's intention in the process ofawarding an object by a draw, etc.

While certain example systems, methods, devices and apparatuses havebeen described herein, it is to be understood that the appended claimsare not to be limited to the systems, methods, devices and apparatusesdisclosed, but on the contrary, are intended to cover variousmodifications and equivalent arrangements included within the spirit andscope of the appended claims.

1. An information processing system including a server capable ofcommunicating with a terminal device capable of executing anapplication, the information processing system comprising: one or moreprocessor; and a storage medium provided on the server and configured tostore information representing a choice probability, for each of aplurality of objects in the application executed on the terminal device,for a draw whereby a user of the application obtains an object, wherein:the one or more processor accepts an object specification instruction ofspecifying a relevant object to be associated with the draw from amongthe objects in the application; one of the one or more processor that isprovided on the server alters the choice probability at least for someof the objects depending on the specified relevant object; the processorprovided on the server chooses at least one object from among theobjects that can be obtained through a draw based on the altered choiceprobability obtained by altering the choice probability; and theprocessor provided on the server awards one or more of the chosenobjects to the user.
 2. The information processing system according toclaim 1, wherein the one or more processor accepts an objectspecification instruction of specifying the relevant object from amongthe objects owned by the user in the application.
 3. The informationprocessing system according to claim 1, wherein the one or moreprocessor accepts an object specification instruction of specifying therelevant object from among the objects that can be obtained through adraw.
 4. The information processing system according to claim 1,wherein: the storage medium stores relevance information representingrelevance between at least some of the objects in the application andother objects; and the processor provided on the server alters thechoice probability based on the relevance information assigned to thespecified relevant object.
 5. The information processing systemaccording to claim 4, wherein the processor provided on the serveralters the choice probability assigned to an object that is associatedin the relevance information with the relevant object so that the objectis more likely to be chosen.
 6. The information processing systemaccording to claim 1, wherein: the storage medium stores the number ofpoints owned by the user in the application; the one or more processoraccepts the draw instruction from the user at least on the conditionthat a predetermined number of points are subtracted from the pointsowned by the user; and the processor provided on the server chooses atleast one of the objects in response to the draw instruction.
 7. Theinformation processing system according to claim 6, wherein theprocessor provided on the server chooses an object at least on thecondition that a predetermined number of points are subtracted from thepoints owned by the user in response to receiving, from the terminaldevice, instruction information including the draw instruction and theobject specification instruction.
 8. The information processing systemaccording to claim 6, wherein the one or more processor increases thenumber of points stored in the storage medium for a user on thecondition that the user is charged for the added points.
 9. Theinformation processing system according to claim 1, wherein: theprocessor provided on the server chooses a plurality of objects fromamong the objects; and the one or more processor awards one of theplurality of chosen objects that is selected by the user to the user.10. The information processing system according to claim 9, wherein: theone or more processor displays predetermined information assigned to theplurality of chosen objects on a display of the terminal device; the oneor more processor accepts a selection instruction from the user ofselecting one of the predetermined information displayed on the display;and the one or more processor awards an object corresponding to thepredetermined information selected by the selection instruction to theuser.
 11. The information processing system according to claim 10,wherein the processor provided on the server alters the choiceprobability based on the predetermined information assigned to thespecified relevant object.
 12. The information processing systemaccording to claim 1, wherein the processor provided on the serverreceives the object specification instruction that is transmitted fromthe terminal device based on an input from the user performed on theterminal device, thereby accepting the instruction.
 13. The informationprocessing system according to claim 1, wherein the one or moreprocessor executes a predetermined game process using an object that hasbeen awarded to the user.
 14. A server capable of communicating with aterminal device capable of executing an application, the servercomprising: one or more processor; and a storage medium configured tostore information representing a choice probability, for each of aplurality of objects in the application executed on the terminal device,for a draw whereby a user of the application obtains an object, wherein:the one or more processor accepts an object specification instruction ofspecifying a relevant object to be associated with the draw from amongthe objects in the application; the one or more processor alters thechoice probability at least for some of the objects depending on thespecified relevant object; the one or more processor chooses at leastone object from among the objects that can be obtained through a drawbased on the altered choice probability obtained by altering the choiceprobability; and the one or more processor awards one or more of thechosen objects to the user.
 15. A non-transitory computer readablestorage medium storing therein an information processing program to beexecuted on a computer of a server capable of communicating with aterminal device capable of executing an application, wherein: the serverstores information representing a choice probability, for each of aplurality of objects in the application executed on the terminal device,for a draw whereby a user of the application obtains an object; theinformation processing program causes the computer to execute: acceptingan object specification instruction of specifying a relevant object tobe associated with the draw from among objects in the application;altering the choice probability at least for some of the objectsdepending on the specified relevant object; choosing at least one objectfrom among the objects that can be obtained through a draw based on thealtered choice probability obtained by altering the choice probability;and awarding one or more of the chosen objects to the user.
 16. Aninformation processing method to be executed on an informationprocessing system including a server capable of communicating with aterminal device capable of executing an application, the server storinginformation representing a choice probability, for each of a pluralityof objects in the application executed on the terminal device, for adraw whereby a user of the application obtains an object; theinformation processing system accepts an object specificationinstruction accepts an object specification instruction of specifying arelevant object to be associated with the draw from among the objects inthe application; the server alters the choice probability at least forsome of the objects depending on the specified relevant object; theserver chooses at least one object from among the objects that can beobtained through a draw based on the altered choice probability obtainedby altering the choice probability; and the server awards one or more ofthe chosen objects to the user.